|
The biggest problem in current TvP from Seasons 1-3 is that Protoss has learnt how to properly use chrono boost, and not just continuously boost probes over and over.
TvP is now dictated by P from the start with openings like 3 stalker rush and chrono'ed zealot gasless nexus FE and 1 gate robo. P is also the best at proxying buildings since they dont need to build actual units from it with warp gate, so a lot of "fake 1 gate expo" into 4 gate and 3 gate proxy stargate.
early game battles also mean P can just spam force fields and split armies, and late game HT/colo splash damage has to be intensely micro'ed with ghosts and vikings. terran has no viable splash damage against protoss (TvP mech lol) and comes down to needing to micro very low-hp high-dmg bio units.
Simply put, you need to out-APM your opponent, scout extremely diligently, and not let him get late game tech. You have to outplay your opponent against a ticking clock.
|
On March 31 2012 16:22 adrenaLinG wrote: You're giving an advice to a mid-master player about a Protoss that doesn't scout against Terran? Do you have the self-awareness to understand what's wrong with your statement?
Actually his statement isn't too wrong at all; since you can effectively cheese or macro and a-move into the league,(with good mechanics) you'd be surprised how many people in masters have no game sense, scouting ability, or other crucial game facets. I wouldn't bat an eyelash if I saw a masters Toss almost never scouting a Terran's tech past the midgame.
|
I've been frustrated with the "vs P" matchup for quite a while, especially after I lost 15 TvP's in a row and got demoted to gold league.
But then I've found out that it was quite a refreshing experience. Once again I had to face all kind of cheeses I haven't seen in a while. Some where successful - double proxy void rays, fast roaches etc. Some where really dumb - for example toss tried to cannon rush me on atigua. I denied his probe entry to my base, so he build like 8 cannons in my nat Did not work out that good.
After a while in the gold league I got the feel of it and started to deal with all those cheese builds with relative ease. After two weeks or so I was back in plat, today I've reached rank #3 in my division and that's my personal best.
To deal with the stupid TvP issues I started to play the dreaded 1-1-1 build. I'm still far from perfect with it but it does put the hurt back on toss. Now I don't feel so helpless anymore - when my macro build gets stomped toss I can always fallback to the 1-1-1 next game.
I think this makes the game much more enjoyable - having a diverse set of builds. This is something that does not line up with "the best way to perform well on the ladder" that's something like "learn one build perfectly and you will get masters league in no time".
Well, I've found out that there is the other proper way to ladder - have fun with it. So when you're having hard time taking on guys in you're league then just let go. Get demoted. Learn new builds. Do crazy stuff. Enjoy the game! It works for me
|
On March 31 2012 17:07 Penecks wrote:Show nested quote +On March 31 2012 16:22 adrenaLinG wrote: You're giving an advice to a mid-master player about a Protoss that doesn't scout against Terran? Do you have the self-awareness to understand what's wrong with your statement? Actually his statement isn't too wrong at all; since you can effectively cheese or macro and a-move into the league,(with good mechanics) you'd be surprised how many people in masters have no game sense, scouting ability, or other crucial game facets. I wouldn't bat an eyelash if I saw a masters Toss almost never scouting a Terran's tech past the midgame.
Thats because they dont need to, any crazy late game "switch" we can come out with is countered by HT, which they are sure to have anyways, feedback and archons rape banshees
|
On March 31 2012 14:26 Rowrin wrote: Subtract one terran from NA ladder.
I'm done. Through. Started today mid-master. This whole month has been hell. everyday it is the same crap. like 99% tvz, tvp, 1% tvt. Whoops, wasn't babysitting my units, gg; whoops, missed my emps, gg; whoops, was micro'ing units A, let units B all die, gg; if the other player can defend multi pronged drops sufficiently enough to where I'm not getting cost effective harass, gg;
Terran is NOT fun to play. I dont care if it is balance/imbalance/harder/more skilled. Simply put I cant stand it, not entertaining, not worth my time. The game makes me want to jump out of my window because it is so easy to make a mistake with terran, and of course, I blame myself for not doing this, not doing that but damn, terran has a lot of room for error. I would rather do something else with my free time other than mentally punish myself for entertainment.
Simply put, I tried tanking my mmr today just so I could play some games that were "fun" went from 650 masters to i have no clue what now, still rank 2 diamond. Taking too long so i'm just giving up till whenever i feel the need for more mental abuse.
Im with ya man, got demoted from masters for the third time a few days ago and was so pissed off. Then I was like, this is stupid I am supposed to be playing this game because I enjoy it, which I havent in a long time. And I also completely sympathize with the "make one mistake and you lose" that shit is ridiculous, and I am sick of it as well, gg blizz, fix your game already
|
The past couple of days I've got 20 games vs protoss and recorded win 18 out of 20 games, using 2 rax opener and sending 4 scv's with the initial push. I don't know what it is about this build but most toss just seem to fall apart to it. 11 rax, fast second depot to make a wall to deny scouting (this seems to give a huge edge lately, it keeps them in the dark). I've gotten so many build order wins when they get greedy skipping sentries and planting nexuses, then just die.
It's super standard build order but for anyone in lower than masters wants to know, 1 marine from the first rax, then tech lab and marauder / conc shell / 2nd rax. Then when second rax is ready down goes the reactor and constant scv / marine marauder depot production until you have 2 marauders + 5-6 marines.. The push should come hard and fast, most of the time you want to put one scv of the 4 building a bunker at their nat while targeting stalkers and kitingthe rest. If a toss goes 1 gate expo and didnt make enough units / enough sentries it punishes HARD. I really think people need to embrace this old build once again, not only does it give you a high chance of winning flat out but it gives you a great map control and safe expansion. If the toss tries to defend with probes, target them whilst keeping on top of your scv production. No brainier really. One thing you absolutely must do is get your expansion going as soon as you have 400 minerals. The whole point of this pressure build is to put sizeable force on the protoss while you safely expand.
If the attack goes well, whack down 2 more rax and just continue constant marine marauder scv production = expand and push out again when you have a sizeable force (scout with an scv to see what he has, or drop a scan) just make sure not to get supply blocked and build a turret by around 8 mins to be on the super safe side.
Terran bio is strong early, so more of us Terrans need to abuse that fact :-)
If it goes badly and you kill next to nothing just repeat the above and try to get ghosts out
|
On March 31 2012 16:32 adrenaLinG wrote: The biggest problem in current TvP from Seasons 1-3 is that Protoss has learnt how to properly use chrono boost, and not just continuously boost probes over and over.
TvP is now dictated by P from the start with openings like 3 stalker rush and chrono'ed zealot gasless nexus FE and 1 gate robo. P is also the best at proxying buildings since they dont need to build actual units from it with warp gate, so a lot of "fake 1 gate expo" into 4 gate and 3 gate proxy stargate.
early game battles also mean P can just spam force fields and split armies, and late game HT/colo splash damage has to be intensely micro'ed with ghosts and vikings. terran has no viable splash damage against protoss (TvP mech lol) and comes down to needing to micro very low-hp high-dmg bio units.
Simply put, you need to out-APM your opponent, scout extremely diligently, and not let him get late game tech. You have to outplay your opponent against a ticking clock.
Great post, there are a lot of smart people with good information in this thread, not saying this sarcastically but it really is too bad that they dont have people that actually PLAY the game on the balance team, hell they dont even need that, just have someone to LOOK at the statistics and you can see that terran is becoming extinct
|
On March 31 2012 21:41 malaan wrote: The past couple of days I've got 20 games vs protoss and recorded win 18 out of 20 games, using 2 rax opener and sending 4 scv's with the initial push. I don't know what it is about this build but most toss just seem to fall apart to it. 11 rax, fast second depot to make a wall to deny scouting (this seems to give a huge edge lately, it keeps them in the dark). I've gotten so many build order wins when they get greedy skipping sentries and planting nexuses, then just die.
It's super standard build order but for anyone in lower than masters wants to know, 1 marine from the first rax, then tech lab and marauder / conc shell / 2nd rax. Then when second rax is ready down goes the reactor and constant scv / marine marauder depot production until you have 2 marauders + 5-6 marines.. The push should come hard and fast, most of the time you want to put one scv of the 4 building a bunker at their nat while targeting stalkers and kitingthe rest. If a toss goes 1 gate expo and didnt make enough units / enough sentries it punishes HARD. I really think people need to embrace this old build once again, not only does it give you a high chance of winning flat out but it gives you a great map control and safe expansion. If the toss tries to defend with probes, target them whilst keeping on top of your scv production. No brainier really. One thing you absolutely must do is get your expansion going as soon as you have 400 minerals. The whole point of this pressure build is to put sizeable force on the protoss while you safely expand.
If the attack goes well, whack down 2 more rax and just continue constant marine marauder scv production = expand and push out again when you have a sizeable force (scout with an scv to see what he has, or drop a scan) just make sure not to get supply blocked and build a turret by around 8 mins to be on the super safe side.
Terran bio is strong early, so more of us Terrans need to abuse that fact :-)
If it goes badly and you kill next to nothing just repeat the above and try to get ghosts out
Don't most toss players have some sentries out to ff? Making your 4 non mining scvs a huge economic downfall?
|
On March 31 2012 21:41 malaan wrote: The past couple of days I've got 20 games vs protoss and recorded win 18 out of 20 games, using 2 rax opener and sending 4 scv's with the initial push. I don't know what it is about this build but most toss just seem to fall apart to it. 11 rax, fast second depot to make a wall to deny scouting (this seems to give a huge edge lately, it keeps them in the dark). I've gotten so many build order wins when they get greedy skipping sentries and planting nexuses, then just die.
It's super standard build order but for anyone in lower than masters wants to know, 1 marine from the first rax, then tech lab and marauder / conc shell / 2nd rax. Then when second rax is ready down goes the reactor and constant scv / marine marauder depot production until you have 2 marauders + 5-6 marines.. The push should come hard and fast, most of the time you want to put one scv of the 4 building a bunker at their nat while targeting stalkers and kitingthe rest. If a toss goes 1 gate expo and didnt make enough units / enough sentries it punishes HARD. I really think people need to embrace this old build once again, not only does it give you a high chance of winning flat out but it gives you a great map control and safe expansion. If the toss tries to defend with probes, target them whilst keeping on top of your scv production. No brainier really. One thing you absolutely must do is get your expansion going as soon as you have 400 minerals. The whole point of this pressure build is to put sizeable force on the protoss while you safely expand.
If the attack goes well, whack down 2 more rax and just continue constant marine marauder scv production = expand and push out again when you have a sizeable force (scout with an scv to see what he has, or drop a scan) just make sure not to get supply blocked and build a turret by around 8 mins to be on the super safe side.
Terran bio is strong early, so more of us Terrans need to abuse that fact :-)
If it goes badly and you kill next to nothing just repeat the above and try to get ghosts out What league are you in?
|
On March 31 2012 21:44 huehuehuehue wrote:Show nested quote +On March 31 2012 21:41 malaan wrote: The past couple of days I've got 20 games vs protoss and recorded win 18 out of 20 games, using 2 rax opener and sending 4 scv's with the initial push. I don't know what it is about this build but most toss just seem to fall apart to it. 11 rax, fast second depot to make a wall to deny scouting (this seems to give a huge edge lately, it keeps them in the dark). I've gotten so many build order wins when they get greedy skipping sentries and planting nexuses, then just die.
It's super standard build order but for anyone in lower than masters wants to know, 1 marine from the first rax, then tech lab and marauder / conc shell / 2nd rax. Then when second rax is ready down goes the reactor and constant scv / marine marauder depot production until you have 2 marauders + 5-6 marines.. The push should come hard and fast, most of the time you want to put one scv of the 4 building a bunker at their nat while targeting stalkers and kitingthe rest. If a toss goes 1 gate expo and didnt make enough units / enough sentries it punishes HARD. I really think people need to embrace this old build once again, not only does it give you a high chance of winning flat out but it gives you a great map control and safe expansion. If the toss tries to defend with probes, target them whilst keeping on top of your scv production. No brainier really. One thing you absolutely must do is get your expansion going as soon as you have 400 minerals. The whole point of this pressure build is to put sizeable force on the protoss while you safely expand.
If the attack goes well, whack down 2 more rax and just continue constant marine marauder scv production = expand and push out again when you have a sizeable force (scout with an scv to see what he has, or drop a scan) just make sure not to get supply blocked and build a turret by around 8 mins to be on the super safe side.
Terran bio is strong early, so more of us Terrans need to abuse that fact :-)
If it goes badly and you kill next to nothing just repeat the above and try to get ghosts out What league are you in?
I'm currently rank 1 EU masters. Played a few games against GM players with this build.
The push comes very early, If the toss has expanded it doesn't matter too much if he has a sentry out, he certainly won't have enough energy or sentries to block off his whole natural expansion at this point in the game. You just try to put down a bunker or two while rallying. If you consider yourself to have superior micro, it's great to pop a reaper out to get visions and snipe sentries too :-) I wouldn't say I have superior micro but I managed to snipe my way into a couple of wins causing juicy toss tears.
If he has not expanded, but has sentries blocking his ramp, you simply put bunkers down while you expand. You will always be ahead and the SCV mining time makes up for itself. The whole point of the build is to get a safe expand either before the protoss. You have to be diligent with your push, rather than suicidal. If you get there and he has not expanded, just poke one scv up to scout his unit / sentry count, if you cant break it then just plonk a contain down while expanding.
|
On March 31 2012 21:48 malaan wrote:Show nested quote +On March 31 2012 21:44 huehuehuehue wrote:On March 31 2012 21:41 malaan wrote: The past couple of days I've got 20 games vs protoss and recorded win 18 out of 20 games, using 2 rax opener and sending 4 scv's with the initial push. I don't know what it is about this build but most toss just seem to fall apart to it. 11 rax, fast second depot to make a wall to deny scouting (this seems to give a huge edge lately, it keeps them in the dark). I've gotten so many build order wins when they get greedy skipping sentries and planting nexuses, then just die.
It's super standard build order but for anyone in lower than masters wants to know, 1 marine from the first rax, then tech lab and marauder / conc shell / 2nd rax. Then when second rax is ready down goes the reactor and constant scv / marine marauder depot production until you have 2 marauders + 5-6 marines.. The push should come hard and fast, most of the time you want to put one scv of the 4 building a bunker at their nat while targeting stalkers and kitingthe rest. If a toss goes 1 gate expo and didnt make enough units / enough sentries it punishes HARD. I really think people need to embrace this old build once again, not only does it give you a high chance of winning flat out but it gives you a great map control and safe expansion. If the toss tries to defend with probes, target them whilst keeping on top of your scv production. No brainier really. One thing you absolutely must do is get your expansion going as soon as you have 400 minerals. The whole point of this pressure build is to put sizeable force on the protoss while you safely expand.
If the attack goes well, whack down 2 more rax and just continue constant marine marauder scv production = expand and push out again when you have a sizeable force (scout with an scv to see what he has, or drop a scan) just make sure not to get supply blocked and build a turret by around 8 mins to be on the super safe side.
Terran bio is strong early, so more of us Terrans need to abuse that fact :-)
If it goes badly and you kill next to nothing just repeat the above and try to get ghosts out What league are you in? I'm currently rank 1 EU masters. Played a few games against GM players with this build. The push comes very early, If the toss has expanded it doesn't matter too much if he has a sentry out, he certainly won't have enough energy or sentries to block off his whole natural expansion at this point in the game. You just try to put down a bunker or two while rallying. If you consider yourself to have superior micro, it's great to pop a reaper out to get visions and snipe sentries too :-) I wouldn't say I have superior micro but I managed to snipe my way into a couple of wins causing juicy toss tears. If he has not expanded, but has sentries blocking his ramp, you simply put bunkers down while you expand. You will always be ahead and the SCV mining time makes up for itself. The whole point of the build is to get a safe expand either before the protoss. You have to be diligent with your push, rather than suicidal. If you get there and he has not expanded, just poke one scv up to scout his unit / sentry count, if you cant break it then just plonk a contain down while expanding.
May try this but I am a bit skeptical, not trying to troll you. Those 4 scvs and all that lost mining time just scares me. In the meantime the protoss is chronoboosting out probes like its his full time job. And alot of the maps in the pool have an easily defensible nat expansion (Korhal, Shakuras, Cloud) where just a few sentries can keep you out for an eternity if the protoss is actually paying attention
|
On March 31 2012 21:48 malaan wrote:Show nested quote +On March 31 2012 21:44 huehuehuehue wrote:On March 31 2012 21:41 malaan wrote: The past couple of days I've got 20 games vs protoss and recorded win 18 out of 20 games, using 2 rax opener and sending 4 scv's with the initial push. I don't know what it is about this build but most toss just seem to fall apart to it. 11 rax, fast second depot to make a wall to deny scouting (this seems to give a huge edge lately, it keeps them in the dark). I've gotten so many build order wins when they get greedy skipping sentries and planting nexuses, then just die.
It's super standard build order but for anyone in lower than masters wants to know, 1 marine from the first rax, then tech lab and marauder / conc shell / 2nd rax. Then when second rax is ready down goes the reactor and constant scv / marine marauder depot production until you have 2 marauders + 5-6 marines.. The push should come hard and fast, most of the time you want to put one scv of the 4 building a bunker at their nat while targeting stalkers and kitingthe rest. If a toss goes 1 gate expo and didnt make enough units / enough sentries it punishes HARD. I really think people need to embrace this old build once again, not only does it give you a high chance of winning flat out but it gives you a great map control and safe expansion. If the toss tries to defend with probes, target them whilst keeping on top of your scv production. No brainier really. One thing you absolutely must do is get your expansion going as soon as you have 400 minerals. The whole point of this pressure build is to put sizeable force on the protoss while you safely expand.
If the attack goes well, whack down 2 more rax and just continue constant marine marauder scv production = expand and push out again when you have a sizeable force (scout with an scv to see what he has, or drop a scan) just make sure not to get supply blocked and build a turret by around 8 mins to be on the super safe side.
Terran bio is strong early, so more of us Terrans need to abuse that fact :-)
If it goes badly and you kill next to nothing just repeat the above and try to get ghosts out What league are you in? I'm currently rank 1 EU masters. Played a few games against GM players with this build. The push comes very early, If the toss has expanded it doesn't matter too much if he has a sentry out, he certainly won't have enough energy or sentries to block off his whole natural expansion at this point in the game. You just try to put down a bunker or two while rallying. If you consider yourself to have superior micro, it's great to pop a reaper out to get visions and snipe sentries too :-) I wouldn't say I have superior micro but I managed to snipe my way into a couple of wins causing juicy toss tears. If he has not expanded, but has sentries blocking his ramp, you simply put bunkers down while you expand. You will always be ahead and the SCV mining time makes up for itself. The whole point of the build is to get a safe expand either before the protoss. You have to be diligent with your push, rather than suicidal. If you get there and he has not expanded, just poke one scv up to scout his unit / sentry count, if you cant break it then just plonk a contain down while expanding.
I've been doing this but haven't had any success against a 1 base immortal bust, how many bunkers do you think are needed?
|
Ladies, please.
I really don't understand why this thread trying to prove Terran UP is still up. There isn't one race harder then the other. Saying 'I don't see Terrans on ladder anymore' has the same near to zero statistic value as my own impression of seeing lots of Terrans playing.
Even saying GSL Code S is 65% Terrans has no real value but still infinitively more then the OP's statement.
No race has left SC2...period.
|
On March 31 2012 22:15 Chaggi wrote:Show nested quote +On March 31 2012 21:48 malaan wrote:On March 31 2012 21:44 huehuehuehue wrote:On March 31 2012 21:41 malaan wrote: The past couple of days I've got 20 games vs protoss and recorded win 18 out of 20 games, using 2 rax opener and sending 4 scv's with the initial push. I don't know what it is about this build but most toss just seem to fall apart to it. 11 rax, fast second depot to make a wall to deny scouting (this seems to give a huge edge lately, it keeps them in the dark). I've gotten so many build order wins when they get greedy skipping sentries and planting nexuses, then just die.
It's super standard build order but for anyone in lower than masters wants to know, 1 marine from the first rax, then tech lab and marauder / conc shell / 2nd rax. Then when second rax is ready down goes the reactor and constant scv / marine marauder depot production until you have 2 marauders + 5-6 marines.. The push should come hard and fast, most of the time you want to put one scv of the 4 building a bunker at their nat while targeting stalkers and kitingthe rest. If a toss goes 1 gate expo and didnt make enough units / enough sentries it punishes HARD. I really think people need to embrace this old build once again, not only does it give you a high chance of winning flat out but it gives you a great map control and safe expansion. If the toss tries to defend with probes, target them whilst keeping on top of your scv production. No brainier really. One thing you absolutely must do is get your expansion going as soon as you have 400 minerals. The whole point of this pressure build is to put sizeable force on the protoss while you safely expand.
If the attack goes well, whack down 2 more rax and just continue constant marine marauder scv production = expand and push out again when you have a sizeable force (scout with an scv to see what he has, or drop a scan) just make sure not to get supply blocked and build a turret by around 8 mins to be on the super safe side.
Terran bio is strong early, so more of us Terrans need to abuse that fact :-)
If it goes badly and you kill next to nothing just repeat the above and try to get ghosts out What league are you in? I'm currently rank 1 EU masters. Played a few games against GM players with this build. The push comes very early, If the toss has expanded it doesn't matter too much if he has a sentry out, he certainly won't have enough energy or sentries to block off his whole natural expansion at this point in the game. You just try to put down a bunker or two while rallying. If you consider yourself to have superior micro, it's great to pop a reaper out to get visions and snipe sentries too :-) I wouldn't say I have superior micro but I managed to snipe my way into a couple of wins causing juicy toss tears. If he has not expanded, but has sentries blocking his ramp, you simply put bunkers down while you expand. You will always be ahead and the SCV mining time makes up for itself. The whole point of the build is to get a safe expand either before the protoss. You have to be diligent with your push, rather than suicidal. If you get there and he has not expanded, just poke one scv up to scout his unit / sentry count, if you cant break it then just plonk a contain down while expanding. I've been doing this but haven't had any success against a 1 base immortal bust, how many bunkers do you think are needed?
Which opening? are we talking about gate robo gate gate opening? if so you should be arriving at his base just before the robo finishes. If you mean the immensely all in 2 robo on one base then there really isnt anything to worry about as he can't support it efficiently enough. If you are losing to that you need to look at your macro. 4 Rax is more than enough power if you dont miss a cycle to stop any one base protoss play.
If you suspect he is going to one base all in with immortals delay his push as much as possible with your initial units being careful not to get too close as the forcefields will mess you up. The best thing to do is just build as many bunkers as you can afford (4-5) and keep spamming units and scvs.. There is no way he can bust you with mass repair as long as you haven't let your macro slip, you should have sufficient units and scvs to hold. From there it's just a simple 2 base medivac timing to end the game as he wont have the dps or economy to stop you.
As for the SCV's not mining, 4 SCV's is a lot but when you count the damage you are doing by killing his expansion or containing him to one base while your own expansion comes up is worth it. If you feel so, once you built your contain bunkers just fall the scv's back home. Terran benefits immensely from mules in the early game so the faster you get your second orbital going the aggression has paid for itself. Just don't be careless and lose your scvs, they are there to build bunkers and get in the way of zealots.
There is nothing wrong with embracing the strength of your race which for terran is early game cheap ass efficient units and bunkers. The higher you go skill wise the more difficult this push becomes to hold for a couple of reasons: A) the wall prevents any scout until observer, and by this time your push is at his doorstep with bunkers on the way. B) A fast walling terran almost always warrents a protoss to fast expand and prepare for a strong early attack. Even better he suspects you are going for a 1-1-1 and tries to either expand and get spanked by your fast push or tries to go for a one base all in to which you contain his ass.
If the toss is going Voidrays I just lol and walk into his base, he can't afford both sentries repeatedly to bash forcefields and make voidrays at the same time. You can just troll him by baiting his ramp and mass up some marines to take care of any voids.
|
IIRC Terran has been consistantly nerfed and rarely buffed throughout the entirety of SC2. Thats not fun. Regardless of whether its warranted I dread patches because I know something is about to get harder.
|
Herp derp my race is nerfed every patch herp derp not fun...lol really? :D I know that no one likes his class/race to be nerfed all the time but think about it, was it needed? from the GSL games we saw and other tournaments I think it was well deserved.
|
the true test is diablo3 release. If late game terran doenst get buffed before that, i foresee mass migration.
|
On April 01 2012 01:03 Hetz wrote: Ladies, please.
I really don't understand why this thread trying to prove Terran UP is still up. There isn't one race harder then the other. Saying 'I don't see Terrans on ladder anymore' has the same near to zero statistic value as my own impression of seeing lots of Terrans playing.
Even saying GSL Code S is 65% Terrans has no real value but still infinitively more then the OP's statement.
No race has left SC2...period.
No statistical value? did you look at the statistics? lol
http://www.sc2ranks.com/stats/league/am/1/all
|
Guys guys how about we give the Thor ground attack splash damage? Nothing too big, maybe a damage radius of .50 to .75. This will hopefully give Terran a somewhat useful T3 attacking unit like Broods and Colossus.
|
On April 01 2012 03:13 MMDollar wrote: Herp derp my race is nerfed every patch herp derp not fun...lol really? :D I know that no one likes his class/race to be nerfed all the time but think about it, was it needed? from the GSL games we saw and other tournaments I think it was well deserved.
Yeah because it is (maybe?) needed for the top .001% of players, means the rest of us have to adapt and play better? Kinda sounds tyrants ruling their people...
|
|
|
|