• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:48
CEST 20:48
KST 03:48
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
Behind the scenes footage of ASL21 Group E ASL21 General Discussion A cwal.gg Extension - Easily keep track of anyone BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Azhi's Colosseum - Foreign KCM [ASL21] Ro24 Group F [ASL21] Ro24 Group E 🌍 Weekly Foreign Showmatches
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2043 users

Patch 1.4.3 21-27 February - Page 44

Forum Index > SC2 General
1362 CommentsPost a Reply
Prev 1 42 43 44 45 46 69 Next
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 21 2012 20:00 GMT
#861
On February 22 2012 04:55 Berailfor wrote:
Show nested quote +
On February 22 2012 04:32 eNtitY~ wrote:
On February 22 2012 04:21 everdrone wrote:
[image loading]
they just add new option for replays, EPM = all clicks, APM = only effective clicks


No it should be the other way around. E stands for "Effective" and they said this on the Situation Report:

"After hearing a lot of feedback from both sides, we decided to bring back classic APM, which will track all actions issued by the player. Meanwhile, EPM (effective actions per minute) will continue to track actual commands as it did prior to patch 1.4.3"


They called it CPM. Commands per minute. Clearly they did some last minute changes. Go do some testing to see which is which. The guy at the top said his EPM was higher. So it might be APM is blizzards version and EPM is the old APM


lol I think they messed up. Rofl my apm is like 69 or w/e while my eapm is 250 lol silly blizzard messing that up xD.
When I think of something else, something will go here
eNtitY~
Profile Joined January 2007
United States1293 Posts
February 21 2012 20:05 GMT
#862
On February 22 2012 04:55 Berailfor wrote:
Show nested quote +
On February 22 2012 04:32 eNtitY~ wrote:
On February 22 2012 04:21 everdrone wrote:
[image loading]
they just add new option for replays, EPM = all clicks, APM = only effective clicks


No it should be the other way around. E stands for "Effective" and they said this on the Situation Report:

"After hearing a lot of feedback from both sides, we decided to bring back classic APM, which will track all actions issued by the player. Meanwhile, EPM (effective actions per minute) will continue to track actual commands as it did prior to patch 1.4.3"


They called it CPM. Commands per minute. Clearly they did some last minute changes. Go do some testing to see which is which. The guy at the top said his EPM was higher. So it might be APM is blizzards version and EPM is the old APM


No they called it EPM, I'm looking at it right now. I think the guy above me is right, they probably mixed them up since EPM would be Effective Actions per Minute.
http://www.starcraftdream.com
LavaLava
Profile Joined January 2012
United States235 Posts
February 21 2012 20:05 GMT
#863
On February 22 2012 04:42 TheDraken wrote:

for as good as an on-demand giant detection crop circle is, i think the price of forgoing some MULEs entirely to save energy is more than reasonable. my god. you do realize you have ravens right?


You realize that Scan is literally infinity times faster than Raven speed, right? And Orbitals have 11 times the HP. And you can scan anywhere. And it costs no gas. And it scans *ahead* of your army instead of slightly behind it.
IMoperator
Profile Joined October 2011
4476 Posts
Last Edited: 2012-02-21 20:07:28
February 21 2012 20:05 GMT
#864
On February 22 2012 04:35 TheDraken wrote:
Show nested quote +
On February 22 2012 04:17 FeyFey wrote:
i will miss my vessel replacement. emp and radiation in a weaker form, sounded perfect for the ghost, having one spell vs each opposing race. I mean infestors counter every unit except siege tanks and ghosts. (how to beat seeker ... fungal the incoming raven, neural the raven (seeker range 6/neural range 7)). HTs conter almost every terran unit (feedback on high hp units, as their channelig abilities can be stopped with it), except tank and fight even with ghosts if you count in the archon.
So i am curious why the ghost suddenly is overpowered, doing the same as the other spellcasters but not as effective, but with some added sneaky skills.
I mean i never used the ghost to conter broodlords or mutas, used them to kill the infestors as the rest is easy to deal with for terran, especially since if the zerg lets you kill ultras with ghosts, he deserves to lose ... (didn't even lose ultras against the recent scroll sniping that became slightly more popular ..., lost some broodlords to it though, but using the energy of 10 ghosts to get 2 broodlords is not effective imo (prepatch still)). Well i will play zerg for some time and hope i will still meet some ghost players that try to snipe broodlords, will be funny to see the ranting. But i doubt blizzard would notice this, and in the gsl i guess ghosts would still work, seeing the zergs there (no offense they would still whipe the floor with me using their mouse only, but in terms of unit use ... ) , atleast on the non ultra maps.

Anyway tvz just became a mirror of tvp. Ghosts have to stop the casters or your army is doomed, but they are perfect at doing so. Lets welcome the viking marauders combination in tvz. Play zerg and protoss either way, you train 2 matchups for the price of one. (one reason why the gsl is so terran dominant, so this change will play in their favor)


"the rest is easy to deal with for terran"...

and people wonder why we want to make things harder for terran? this game isn't supposed to be easy.

i don't think people understand the frustration that is the ghost, from the zerg perspective.
zerg has two methods of detection. overseer and infestor.
the terran player emp's my infestors and snipes my overseers to shit. and to add insult to injury he then enjoys himself sniping my broodlords, and i can't even fucking see them to fight back. it would be different if my detection wasn't right fucking there to kill, or if invisible ghosts didn't have a huge effect against my lords.
so blizz decided to change one of those two, and has now made your invisible ghosts less of an issue after you take out my detection.

for once you actually have to decide if ghosts are worth making. how horrible.

Make things harder? Hate to break it to you buddy, but after 10 minutes Zerg gets way fucking easier than terran does. Trying to do multipronged drops to stay in the game, and having to micro the battles way better to come out on top. And then once Zerg gets brood/infestor they just amove the broods and fungal all the shit that gets in the way. Besides, in a lategame army how hard is it to get multiple overseers? Is the terran really gonna waste precious energy (cloak costs energy too you know) to snipe overseers when you have 10+ broodlords and a bunch of infestors? please.
PanN
Profile Blog Joined December 2008
United States2828 Posts
Last Edited: 2012-02-21 20:08:18
February 21 2012 20:08 GMT
#865
On February 22 2012 05:05 IMoperator wrote:
Show nested quote +
On February 22 2012 04:35 TheDraken wrote:
On February 22 2012 04:17 FeyFey wrote:
i will miss my vessel replacement. emp and radiation in a weaker form, sounded perfect for the ghost, having one spell vs each opposing race. I mean infestors counter every unit except siege tanks and ghosts. (how to beat seeker ... fungal the incoming raven, neural the raven (seeker range 6/neural range 7)). HTs conter almost every terran unit (feedback on high hp units, as their channelig abilities can be stopped with it), except tank and fight even with ghosts if you count in the archon.
So i am curious why the ghost suddenly is overpowered, doing the same as the other spellcasters but not as effective, but with some added sneaky skills.
I mean i never used the ghost to conter broodlords or mutas, used them to kill the infestors as the rest is easy to deal with for terran, especially since if the zerg lets you kill ultras with ghosts, he deserves to lose ... (didn't even lose ultras against the recent scroll sniping that became slightly more popular ..., lost some broodlords to it though, but using the energy of 10 ghosts to get 2 broodlords is not effective imo (prepatch still)). Well i will play zerg for some time and hope i will still meet some ghost players that try to snipe broodlords, will be funny to see the ranting. But i doubt blizzard would notice this, and in the gsl i guess ghosts would still work, seeing the zergs there (no offense they would still whipe the floor with me using their mouse only, but in terms of unit use ... ) , atleast on the non ultra maps.

Anyway tvz just became a mirror of tvp. Ghosts have to stop the casters or your army is doomed, but they are perfect at doing so. Lets welcome the viking marauders combination in tvz. Play zerg and protoss either way, you train 2 matchups for the price of one. (one reason why the gsl is so terran dominant, so this change will play in their favor)


"the rest is easy to deal with for terran"...

and people wonder why we want to make things harder for terran? this game isn't supposed to be easy.

i don't think people understand the frustration that is the ghost, from the zerg perspective.
zerg has two methods of detection. overseer and infestor.
the terran player emp's my infestors and snipes my overseers to shit. and to add insult to injury he then enjoys himself sniping my broodlords, and i can't even fucking see them to fight back. it would be different if my detection wasn't right fucking there to kill, or if invisible ghosts didn't have a huge effect against my lords.
so blizz decided to change one of those two, and has now made your invisible ghosts less of an issue after you take out my detection.

for once you actually have to decide if ghosts are worth making. how horrible.

Make things harder? Hate to break it to you buddy, but after 10 minutes Zerg gets way fucking easier than terran does. Trying to do multipronged drops to stay in the game, and having to micro the battles way better to come out on top. And then once Zerg gets brood/infestor they just amove the broods and fungal all the shit that gets in the way. Besides, in a lategame army how hard is it to get multiple overseers? Is the terran really gonna waste precious energy (cloak costs energy too you know) to snipe overseers when you have 10+ broodlords and a bunch of infestors? please.


Oh look, an outrageous claim with no evidence to back it up!
We have multiple brackets generated in advance. Relax . (Kennigit) I just simply do not understand how it can be the time to play can be 22nd at 9:30 pm PST / midnight the 23rd at the same time. (GGzerg)
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-02-21 20:21:15
February 21 2012 20:10 GMT
#866
On February 22 2012 04:51 BrodiaQ wrote:
Show nested quote +
On February 22 2012 04:17 FeyFey wrote:
i will miss my vessel replacement. emp and radiation in a weaker form, sounded perfect for the ghost, having one spell vs each opposing race. I mean infestors counter every unit except siege tanks and ghosts. (how to beat seeker ... fungal the incoming raven, neural the raven (seeker range 6/neural range 7)). HTs conter almost every terran unit (feedback on high hp units, as their channelig abilities can be stopped with it), except tank and fight even with ghosts if you count in the archon.
So i am curious why the ghost suddenly is overpowered, doing the same as the other spellcasters but not as effective, but with some added sneaky skills.
I mean i never used the ghost to conter broodlords or ultras, used them to kill the infestors as the rest is easy to deal with for terran, especially since if the zerg lets you kill ultras with ghosts, he deserves to lose ... (didn't even lose ultras against the recent scroll sniping that became slightly more popular ..., lost some broodlords to it though, but using the energy of 10 ghosts to get 2 broodlords is not effective imo (prepatch still)). Well i will play zerg for some time and hope i will still meet some ghost players that try to snipe broodlords, will be funny to see the ranting. But i doubt blizzard would notice this, and in the gsl i guess ghosts would still work, seeing the zergs there (no offense they would still whipe the floor with me using their mouse only, but in terms of unit use ... ) , atleast on the non ultra maps.

Anyway tvz just became a mirror of tvp. Ghosts have to stop the casters or your army is doomed, but they are perfect at doing so. Lets welcome the viking marauders combination in tvz. Play zerg and protoss either way, you train 2 matchups for the price of one. (one reason why the gsl is so terran dominant, so this change will play in their favor)


There is so many things in this post that I'm saying wtf to that I don't know where to begin.

Infestors don't counter every unit. They give you the ability to deal with most units if your control in comparison to your opponents control is good enough.
Have you ever seen a late game tvz where the terran has 10+ ghosts? If prepatch you were playing late game tvz without ghosts I think you made a big mistake, ultras, broodlords, and infestors all got demolished once you had enough ghosts o the field. Broodlords have 225 health. Snipe pre-patch did 45 damage ignoring armor at a cost of 25 energy. With zergs health regeneration is would take 6 snipes to kill a broodlord. So a ghost with 150 energy can kill a broodlord pretty quickly pre-patch. Which makes perfect sense, why should Zerg's ultimate tier three siege unit be able to beat a terrans cheaper tier two unit? I don't understand how you can't see how wrong that is. It certainly didn't take ten ghost to kill two broodlords.

I don't understand how a ghost sniping an ultra makes the zerg bad and deserve to lose. What is the zerg suppose to keep the ultras out of ghost range? Not sure you know this but Ghost range>Ultra range, pretty hard to avoid snipes when you have to be in range to attack.



4 Ghosts = 8 Supply 800 Mins 400 Gas , 2 Broods 8 Supply 600 Mins / 500 Gas . WoW those Ghosts really are cheap.

And if you don't like T3 Units getting beaten by lower tech then you must hate how terrible BC's , Carriers and Thors are ....
Cause those 3 Units don't do shit and have equal if not more costs ...

Most the Terran army consists of pure counter units you can't attack with after a won battle or are too slow to reach the opponent before he already remaxed the Ghost was a buffer that did well against most what Zerg had. But now they crippled that so much that it's basically useless against anything but Infestors . Great another specialist i only need for 1 purpose.
moregamethanSEGA
Profile Joined May 2011
United States76 Posts
February 21 2012 20:11 GMT
#867
On February 18 2012 12:49 Liquid`Jinro wrote:
--------- So they release the patch 1 day before Assembly AND MLG? Are they... I dont know, retarded?



lolol we all miss your awesome personality, Jinro. Get back into GSL qualifiers fast so we can watch you dominate dem KOREANS! I can't stand watching Morrow and other foreigners get pwnd by some dude named Maru.

Who's the only foreigner to make it to round of 4 is GSL... that's right Jinro, YOU ARE.

Wear that sick leather jacket with pride... you know the one I'm talking about xD

Heroes live forever... but legends never die.
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
Last Edited: 2012-02-21 20:16:23
February 21 2012 20:16 GMT
#868
why do they have to give us all this CPM, EPM, EAPM nonsense in the first place?

Just give us APM and be done with it. This is getting silly and ridiculous.
"See you space cowboy"
Choko_Bambus
Profile Joined May 2010
Serbia15 Posts
February 21 2012 20:17 GMT
#869
I dont think it matters that tier3 units get beaten by tier1 units . Teching in starcraft isnt about getting better units, its about getting units with different or broader roles . OFC , one might argue that ghosts are better marines , but thats only because marines are generalist units as are ghosts . But marines are infinitely more cost effective , whilst ghosts are more pop efficient .
Getting sufficient ghosts up is really expensive considering u need to build up more tech baracks , ghost academy and upgrade 2 upgrades . Furthermore ghosts themselve are fairly expensive as well , thus can easily be considered tier3 , if only in the TvZ matchup .

Bottom line is , u can easily downtech to zergling/baneling to wipe out ghosts . Besides , why would blind morphing alot of broodlords always work???

PS: i know alot of people would say that Ghost mass with tanks and PFs is unbreakable but i dare say use drops and nydus!!!
IMoperator
Profile Joined October 2011
4476 Posts
February 21 2012 20:19 GMT
#870
On February 22 2012 05:08 PanN wrote:
Show nested quote +
On February 22 2012 05:05 IMoperator wrote:
On February 22 2012 04:35 TheDraken wrote:
On February 22 2012 04:17 FeyFey wrote:
i will miss my vessel replacement. emp and radiation in a weaker form, sounded perfect for the ghost, having one spell vs each opposing race. I mean infestors counter every unit except siege tanks and ghosts. (how to beat seeker ... fungal the incoming raven, neural the raven (seeker range 6/neural range 7)). HTs conter almost every terran unit (feedback on high hp units, as their channelig abilities can be stopped with it), except tank and fight even with ghosts if you count in the archon.
So i am curious why the ghost suddenly is overpowered, doing the same as the other spellcasters but not as effective, but with some added sneaky skills.
I mean i never used the ghost to conter broodlords or mutas, used them to kill the infestors as the rest is easy to deal with for terran, especially since if the zerg lets you kill ultras with ghosts, he deserves to lose ... (didn't even lose ultras against the recent scroll sniping that became slightly more popular ..., lost some broodlords to it though, but using the energy of 10 ghosts to get 2 broodlords is not effective imo (prepatch still)). Well i will play zerg for some time and hope i will still meet some ghost players that try to snipe broodlords, will be funny to see the ranting. But i doubt blizzard would notice this, and in the gsl i guess ghosts would still work, seeing the zergs there (no offense they would still whipe the floor with me using their mouse only, but in terms of unit use ... ) , atleast on the non ultra maps.

Anyway tvz just became a mirror of tvp. Ghosts have to stop the casters or your army is doomed, but they are perfect at doing so. Lets welcome the viking marauders combination in tvz. Play zerg and protoss either way, you train 2 matchups for the price of one. (one reason why the gsl is so terran dominant, so this change will play in their favor)


"the rest is easy to deal with for terran"...

and people wonder why we want to make things harder for terran? this game isn't supposed to be easy.

i don't think people understand the frustration that is the ghost, from the zerg perspective.
zerg has two methods of detection. overseer and infestor.
the terran player emp's my infestors and snipes my overseers to shit. and to add insult to injury he then enjoys himself sniping my broodlords, and i can't even fucking see them to fight back. it would be different if my detection wasn't right fucking there to kill, or if invisible ghosts didn't have a huge effect against my lords.
so blizz decided to change one of those two, and has now made your invisible ghosts less of an issue after you take out my detection.

for once you actually have to decide if ghosts are worth making. how horrible.

Make things harder? Hate to break it to you buddy, but after 10 minutes Zerg gets way fucking easier than terran does. Trying to do multipronged drops to stay in the game, and having to micro the battles way better to come out on top. And then once Zerg gets brood/infestor they just amove the broods and fungal all the shit that gets in the way. Besides, in a lategame army how hard is it to get multiple overseers? Is the terran really gonna waste precious energy (cloak costs energy too you know) to snipe overseers when you have 10+ broodlords and a bunch of infestors? please.


Oh look, an outrageous claim with no evidence to back it up!

Wasn't there a post recently about how games that go on longer terrans win less and less? Ah yes, here it is:http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042
syllabic
Profile Joined July 2011
29 Posts
February 21 2012 20:22 GMT
#871
I have no motivation to play this game anymore. It's like Blizzard is telling me I picked the wrong race.
Raiju
Profile Joined December 2007
Australia235 Posts
February 21 2012 20:24 GMT
#872
Any1 know when GM on NA is out? I make love to you if u do
Naeroon
Profile Joined April 2011
Canada166 Posts
Last Edited: 2012-02-21 20:28:39
February 21 2012 20:24 GMT
#873
On February 22 2012 05:19 IMoperator wrote:
Show nested quote +
On February 22 2012 05:08 PanN wrote:
On February 22 2012 05:05 IMoperator wrote:
On February 22 2012 04:35 TheDraken wrote:
On February 22 2012 04:17 FeyFey wrote:
i will miss my vessel replacement. emp and radiation in a weaker form, sounded perfect for the ghost, having one spell vs each opposing race. I mean infestors counter every unit except siege tanks and ghosts. (how to beat seeker ... fungal the incoming raven, neural the raven (seeker range 6/neural range 7)). HTs conter almost every terran unit (feedback on high hp units, as their channelig abilities can be stopped with it), except tank and fight even with ghosts if you count in the archon.
So i am curious why the ghost suddenly is overpowered, doing the same as the other spellcasters but not as effective, but with some added sneaky skills.
I mean i never used the ghost to conter broodlords or mutas, used them to kill the infestors as the rest is easy to deal with for terran, especially since if the zerg lets you kill ultras with ghosts, he deserves to lose ... (didn't even lose ultras against the recent scroll sniping that became slightly more popular ..., lost some broodlords to it though, but using the energy of 10 ghosts to get 2 broodlords is not effective imo (prepatch still)). Well i will play zerg for some time and hope i will still meet some ghost players that try to snipe broodlords, will be funny to see the ranting. But i doubt blizzard would notice this, and in the gsl i guess ghosts would still work, seeing the zergs there (no offense they would still whipe the floor with me using their mouse only, but in terms of unit use ... ) , atleast on the non ultra maps.

Anyway tvz just became a mirror of tvp. Ghosts have to stop the casters or your army is doomed, but they are perfect at doing so. Lets welcome the viking marauders combination in tvz. Play zerg and protoss either way, you train 2 matchups for the price of one. (one reason why the gsl is so terran dominant, so this change will play in their favor)


"the rest is easy to deal with for terran"...

and people wonder why we want to make things harder for terran? this game isn't supposed to be easy.

i don't think people understand the frustration that is the ghost, from the zerg perspective.
zerg has two methods of detection. overseer and infestor.
the terran player emp's my infestors and snipes my overseers to shit. and to add insult to injury he then enjoys himself sniping my broodlords, and i can't even fucking see them to fight back. it would be different if my detection wasn't right fucking there to kill, or if invisible ghosts didn't have a huge effect against my lords.
so blizz decided to change one of those two, and has now made your invisible ghosts less of an issue after you take out my detection.

for once you actually have to decide if ghosts are worth making. how horrible.

Make things harder? Hate to break it to you buddy, but after 10 minutes Zerg gets way fucking easier than terran does. Trying to do multipronged drops to stay in the game, and having to micro the battles way better to come out on top. And then once Zerg gets brood/infestor they just amove the broods and fungal all the shit that gets in the way. Besides, in a lategame army how hard is it to get multiple overseers? Is the terran really gonna waste precious energy (cloak costs energy too you know) to snipe overseers when you have 10+ broodlords and a bunch of infestors? please.


Oh look, an outrageous claim with no evidence to back it up!

Wasn't there a post recently about how games that go on longer terrans win less and less? Ah yes, here it is:http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042


Wasn't it proven by countless people that those statistics are only from a single MLG, from months ago, which had players that while are very good, are not the absolute top tier of the world, and are thus not going to give the most accurate statistics anyways, even IF any of this mattered? Theres also the small sample size, a random mix of scrubs, foreign pros and korean pros, which is nowhere near the same as code S players duking it out....

Like, dude, I play Terran too, and I even openly admit to being biased... But even I'm not retarded enough to attempt to blindly rally behind random statistics to further my claim... it would kinda make me look stupid
Azide
Profile Joined March 2010
Canada566 Posts
February 21 2012 20:25 GMT
#874
On February 22 2012 05:24 Raiju wrote:
Any1 know when GM on NA is out? I make love to you if u do


it's out
Azide and SuperNinja - Best Double Protoss 2v2 Team!
IMoperator
Profile Joined October 2011
4476 Posts
February 21 2012 20:29 GMT
#875
On February 22 2012 05:24 Naeroon wrote:
Show nested quote +
On February 22 2012 05:19 IMoperator wrote:
On February 22 2012 05:08 PanN wrote:
On February 22 2012 05:05 IMoperator wrote:
On February 22 2012 04:35 TheDraken wrote:
On February 22 2012 04:17 FeyFey wrote:
i will miss my vessel replacement. emp and radiation in a weaker form, sounded perfect for the ghost, having one spell vs each opposing race. I mean infestors counter every unit except siege tanks and ghosts. (how to beat seeker ... fungal the incoming raven, neural the raven (seeker range 6/neural range 7)). HTs conter almost every terran unit (feedback on high hp units, as their channelig abilities can be stopped with it), except tank and fight even with ghosts if you count in the archon.
So i am curious why the ghost suddenly is overpowered, doing the same as the other spellcasters but not as effective, but with some added sneaky skills.
I mean i never used the ghost to conter broodlords or mutas, used them to kill the infestors as the rest is easy to deal with for terran, especially since if the zerg lets you kill ultras with ghosts, he deserves to lose ... (didn't even lose ultras against the recent scroll sniping that became slightly more popular ..., lost some broodlords to it though, but using the energy of 10 ghosts to get 2 broodlords is not effective imo (prepatch still)). Well i will play zerg for some time and hope i will still meet some ghost players that try to snipe broodlords, will be funny to see the ranting. But i doubt blizzard would notice this, and in the gsl i guess ghosts would still work, seeing the zergs there (no offense they would still whipe the floor with me using their mouse only, but in terms of unit use ... ) , atleast on the non ultra maps.

Anyway tvz just became a mirror of tvp. Ghosts have to stop the casters or your army is doomed, but they are perfect at doing so. Lets welcome the viking marauders combination in tvz. Play zerg and protoss either way, you train 2 matchups for the price of one. (one reason why the gsl is so terran dominant, so this change will play in their favor)


"the rest is easy to deal with for terran"...

and people wonder why we want to make things harder for terran? this game isn't supposed to be easy.

i don't think people understand the frustration that is the ghost, from the zerg perspective.
zerg has two methods of detection. overseer and infestor.
the terran player emp's my infestors and snipes my overseers to shit. and to add insult to injury he then enjoys himself sniping my broodlords, and i can't even fucking see them to fight back. it would be different if my detection wasn't right fucking there to kill, or if invisible ghosts didn't have a huge effect against my lords.
so blizz decided to change one of those two, and has now made your invisible ghosts less of an issue after you take out my detection.

for once you actually have to decide if ghosts are worth making. how horrible.

Make things harder? Hate to break it to you buddy, but after 10 minutes Zerg gets way fucking easier than terran does. Trying to do multipronged drops to stay in the game, and having to micro the battles way better to come out on top. And then once Zerg gets brood/infestor they just amove the broods and fungal all the shit that gets in the way. Besides, in a lategame army how hard is it to get multiple overseers? Is the terran really gonna waste precious energy (cloak costs energy too you know) to snipe overseers when you have 10+ broodlords and a bunch of infestors? please.


Oh look, an outrageous claim with no evidence to back it up!

Wasn't there a post recently about how games that go on longer terrans win less and less? Ah yes, here it is:http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042


Wasn't it proven by countless people that those statistics are only from a single MLG, from months ago, which had players that while are very good, are not the absolute top tier of the world, and are thus not going to give the most accurate statistics anyways, even IF any of this mattered?

Like, dude, I play Terran too, and I even openly admit to being biased... But even I'm not retarded enough to attempt to blindly rally behind random statistics to further my claim... it would kinda make me look stupid

this is the only thread that has these types of stats, so it's not like I can just go look up win rate times. I'm sure most terrans are struggling late game though, vs. both P and Z just because it's harder since we have no real good tier 3 units.
Corrosive
Profile Joined August 2010
Canada3741 Posts
Last Edited: 2012-02-21 20:31:46
February 21 2012 20:30 GMT
#876
am i the only one getting really bad lag with the new patch?
edit: also sound stuttering? even when the game isnt lagging?
Maruprime.
Greenei
Profile Joined November 2011
Germany1754 Posts
February 21 2012 20:30 GMT
#877
On February 22 2012 04:35 TheDraken wrote:
Show nested quote +
On February 22 2012 04:17 FeyFey wrote:
i will miss my vessel replacement. emp and radiation in a weaker form, sounded perfect for the ghost, having one spell vs each opposing race. I mean infestors counter every unit except siege tanks and ghosts. (how to beat seeker ... fungal the incoming raven, neural the raven (seeker range 6/neural range 7)). HTs conter almost every terran unit (feedback on high hp units, as their channelig abilities can be stopped with it), except tank and fight even with ghosts if you count in the archon.
So i am curious why the ghost suddenly is overpowered, doing the same as the other spellcasters but not as effective, but with some added sneaky skills.
I mean i never used the ghost to conter broodlords or mutas, used them to kill the infestors as the rest is easy to deal with for terran, especially since if the zerg lets you kill ultras with ghosts, he deserves to lose ... (didn't even lose ultras against the recent scroll sniping that became slightly more popular ..., lost some broodlords to it though, but using the energy of 10 ghosts to get 2 broodlords is not effective imo (prepatch still)). Well i will play zerg for some time and hope i will still meet some ghost players that try to snipe broodlords, will be funny to see the ranting. But i doubt blizzard would notice this, and in the gsl i guess ghosts would still work, seeing the zergs there (no offense they would still whipe the floor with me using their mouse only, but in terms of unit use ... ) , atleast on the non ultra maps.

Anyway tvz just became a mirror of tvp. Ghosts have to stop the casters or your army is doomed, but they are perfect at doing so. Lets welcome the viking marauders combination in tvz. Play zerg and protoss either way, you train 2 matchups for the price of one. (one reason why the gsl is so terran dominant, so this change will play in their favor)


"the rest is easy to deal with for terran"...

and people wonder why we want to make things harder for terran? this game isn't supposed to be easy.

i don't think people understand the frustration that is the ghost, from the zerg perspective.
zerg has two methods of detection. overseer and infestor.
the terran player emp's my infestors and snipes my overseers to shit. and to add insult to injury he then enjoys himself sniping my broodlords, and i can't even fucking see them to fight back. it would be different if my detection wasn't right fucking there to kill, or if invisible ghosts didn't have a huge effect against my lords.
so blizz decided to change one of those two, and has now made your invisible ghosts less of an issue after you take out my detection.

for once you actually have to decide if ghosts are worth making. how horrible.


what the fuck? a zerg complaining, that terran isn't hard enough? that's just ridiculus just try it once to play it from the other side...
if you leave your overseers in spots where they are easily sniped it's your own damn fault. also you have infestor fungalgroth to reaveal ghosts and overseers cost really low amounts of money...
IMBA IMBA IMBA IMBA IMBA IMBA
Naeroon
Profile Joined April 2011
Canada166 Posts
Last Edited: 2012-02-21 20:43:14
February 21 2012 20:34 GMT
#878
On February 22 2012 05:29 IMoperator wrote:
Show nested quote +
On February 22 2012 05:24 Naeroon wrote:
On February 22 2012 05:19 IMoperator wrote:
On February 22 2012 05:08 PanN wrote:
On February 22 2012 05:05 IMoperator wrote:
On February 22 2012 04:35 TheDraken wrote:
On February 22 2012 04:17 FeyFey wrote:
i will miss my vessel replacement. emp and radiation in a weaker form, sounded perfect for the ghost, having one spell vs each opposing race. I mean infestors counter every unit except siege tanks and ghosts. (how to beat seeker ... fungal the incoming raven, neural the raven (seeker range 6/neural range 7)). HTs conter almost every terran unit (feedback on high hp units, as their channelig abilities can be stopped with it), except tank and fight even with ghosts if you count in the archon.
So i am curious why the ghost suddenly is overpowered, doing the same as the other spellcasters but not as effective, but with some added sneaky skills.
I mean i never used the ghost to conter broodlords or mutas, used them to kill the infestors as the rest is easy to deal with for terran, especially since if the zerg lets you kill ultras with ghosts, he deserves to lose ... (didn't even lose ultras against the recent scroll sniping that became slightly more popular ..., lost some broodlords to it though, but using the energy of 10 ghosts to get 2 broodlords is not effective imo (prepatch still)). Well i will play zerg for some time and hope i will still meet some ghost players that try to snipe broodlords, will be funny to see the ranting. But i doubt blizzard would notice this, and in the gsl i guess ghosts would still work, seeing the zergs there (no offense they would still whipe the floor with me using their mouse only, but in terms of unit use ... ) , atleast on the non ultra maps.

Anyway tvz just became a mirror of tvp. Ghosts have to stop the casters or your army is doomed, but they are perfect at doing so. Lets welcome the viking marauders combination in tvz. Play zerg and protoss either way, you train 2 matchups for the price of one. (one reason why the gsl is so terran dominant, so this change will play in their favor)


"the rest is easy to deal with for terran"...

and people wonder why we want to make things harder for terran? this game isn't supposed to be easy.

i don't think people understand the frustration that is the ghost, from the zerg perspective.
zerg has two methods of detection. overseer and infestor.
the terran player emp's my infestors and snipes my overseers to shit. and to add insult to injury he then enjoys himself sniping my broodlords, and i can't even fucking see them to fight back. it would be different if my detection wasn't right fucking there to kill, or if invisible ghosts didn't have a huge effect against my lords.
so blizz decided to change one of those two, and has now made your invisible ghosts less of an issue after you take out my detection.

for once you actually have to decide if ghosts are worth making. how horrible.

Make things harder? Hate to break it to you buddy, but after 10 minutes Zerg gets way fucking easier than terran does. Trying to do multipronged drops to stay in the game, and having to micro the battles way better to come out on top. And then once Zerg gets brood/infestor they just amove the broods and fungal all the shit that gets in the way. Besides, in a lategame army how hard is it to get multiple overseers? Is the terran really gonna waste precious energy (cloak costs energy too you know) to snipe overseers when you have 10+ broodlords and a bunch of infestors? please.


Oh look, an outrageous claim with no evidence to back it up!

Wasn't there a post recently about how games that go on longer terrans win less and less? Ah yes, here it is:http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042


Wasn't it proven by countless people that those statistics are only from a single MLG, from months ago, which had players that while are very good, are not the absolute top tier of the world, and are thus not going to give the most accurate statistics anyways, even IF any of this mattered?

Like, dude, I play Terran too, and I even openly admit to being biased... But even I'm not retarded enough to attempt to blindly rally behind random statistics to further my claim... it would kinda make me look stupid

this is the only thread that has these types of stats, so it's not like I can just go look up win rate times. I'm sure most terrans are struggling late game though, vs. both P and Z just because it's harder since we have no real good tier 3 units.


I definitely agree theres struggling going on, I don't think its necessarily a balance issue but a metagame one, a buff would obviously be nice tho, haha

But yeah, just sayin... real statistics would be nice (srsly!!). People would look at that link and bash you horrendously over the way you spun jt... And they'd be more rude than I was
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
February 21 2012 20:36 GMT
#879
On February 22 2012 05:05 IMoperator wrote:
Show nested quote +
On February 22 2012 04:35 TheDraken wrote:
On February 22 2012 04:17 FeyFey wrote:
i will miss my vessel replacement. emp and radiation in a weaker form, sounded perfect for the ghost, having one spell vs each opposing race. I mean infestors counter every unit except siege tanks and ghosts. (how to beat seeker ... fungal the incoming raven, neural the raven (seeker range 6/neural range 7)). HTs conter almost every terran unit (feedback on high hp units, as their channelig abilities can be stopped with it), except tank and fight even with ghosts if you count in the archon.
So i am curious why the ghost suddenly is overpowered, doing the same as the other spellcasters but not as effective, but with some added sneaky skills.
I mean i never used the ghost to conter broodlords or mutas, used them to kill the infestors as the rest is easy to deal with for terran, especially since if the zerg lets you kill ultras with ghosts, he deserves to lose ... (didn't even lose ultras against the recent scroll sniping that became slightly more popular ..., lost some broodlords to it though, but using the energy of 10 ghosts to get 2 broodlords is not effective imo (prepatch still)). Well i will play zerg for some time and hope i will still meet some ghost players that try to snipe broodlords, will be funny to see the ranting. But i doubt blizzard would notice this, and in the gsl i guess ghosts would still work, seeing the zergs there (no offense they would still whipe the floor with me using their mouse only, but in terms of unit use ... ) , atleast on the non ultra maps.

Anyway tvz just became a mirror of tvp. Ghosts have to stop the casters or your army is doomed, but they are perfect at doing so. Lets welcome the viking marauders combination in tvz. Play zerg and protoss either way, you train 2 matchups for the price of one. (one reason why the gsl is so terran dominant, so this change will play in their favor)


"the rest is easy to deal with for terran"...

and people wonder why we want to make things harder for terran? this game isn't supposed to be easy.

i don't think people understand the frustration that is the ghost, from the zerg perspective.
zerg has two methods of detection. overseer and infestor.
the terran player emp's my infestors and snipes my overseers to shit. and to add insult to injury he then enjoys himself sniping my broodlords, and i can't even fucking see them to fight back. it would be different if my detection wasn't right fucking there to kill, or if invisible ghosts didn't have a huge effect against my lords.
so blizz decided to change one of those two, and has now made your invisible ghosts less of an issue after you take out my detection.

for once you actually have to decide if ghosts are worth making. how horrible.

Make things harder? Hate to break it to you buddy, but after 10 minutes Zerg gets way fucking easier than terran does. Trying to do multipronged drops to stay in the game, and having to micro the battles way better to come out on top. And then once Zerg gets brood/infestor they just amove the broods and fungal all the shit that gets in the way. Besides, in a lategame army how hard is it to get multiple overseers? Is the terran really gonna waste precious energy (cloak costs energy too you know) to snipe overseers when you have 10+ broodlords and a bunch of infestors? please.


As a master toss learning random (so both terran and zerg) zerg is waaaaaaaaay harder to pull off after 10 minutes. You have to micro; not miss any injects, and a 'good' battle is where you come out even. Multi-prong drops are just as hard to defend as they are to execute* (*TvP I find multi-prongs yield more damage for the same effort/cost as a TvZ drop, but it's still damn hard to defend correctly)

Perhaps you should consider other races difficulties before dictating them how difficult things are for them. I totally agree that his point about cloaked ghosts sniping overseers is retarded though.
Manager, Team RIP ZeeZ
lowercase
Profile Joined September 2010
Canada1047 Posts
February 21 2012 20:36 GMT
#880
Love the balance whine.

That aside, I'm worried this phoenix upgrade buff might be a bit OP. Going mutas in ZvP will be suicide against stargate builds, but you still need a spire to fight midgame colossi. There will be a timing window where mutas are still effective, but lategame you'll definitely need to stop building them.

Which is a shame, because I've been getting raped by phoenix builds for a while now, and this just makes them WORSE. Infestor/Roach it is then.
That is not dead which can eternal lie...
Prev 1 42 43 44 45 46 69 Next
Please log in or register to reply.
Live Events Refresh
Next event in 5h 13m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 685
IndyStarCraft 151
ProTech108
UpATreeSC 58
Creator 35
MindelVK 30
StarCraft: Brood War
Britney 16218
Calm 3329
Soma 230
Rush 141
firebathero 141
HiyA 77
Aegong 26
IntoTheRainbow 11
Sexy 11
NaDa 6
Dota 2
canceldota158
capcasts37
Counter-Strike
pashabiceps2485
fl0m1500
kRYSTAL_47
Heroes of the Storm
Liquid`Hasu291
XaKoH 112
Other Games
FrodaN2286
Beastyqt734
ceh9481
C9.Mang0128
QueenE46
Trikslyr44
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Reevou 12
• intothetv
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• blackmanpl 41
• 80smullet 23
• Michael_bg 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2460
• WagamamaTV479
League of Legends
• Nemesis4174
• TFBlade1323
Other Games
• imaqtpie959
• Shiphtur235
Upcoming Events
OSC
5h 13m
RSL Revival
15h 13m
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
1d 5h
RSL Revival
1d 15h
Maru vs MaxPax
BSL
2 days
RSL Revival
2 days
uThermal 2v2 Circuit
2 days
BSL
3 days
Afreeca Starleague
3 days
Replay Cast
4 days
[ Show More ]
Sparkling Tuna Cup
4 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-03-31
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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