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Where did all of the terrans go? - Page 75

Forum Index > SC2 General
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AdmrlAwesome
Profile Joined March 2012
Germany37 Posts
Last Edited: 2012-03-18 02:22:43
March 18 2012 02:22 GMT
#1481
As i stated, its in no way representative.
But dont you think there should be a bit more balance when there were three more or less equivalent races?

Page 75 opened btw..
Nitmal blaue lichd das dan wird bodnkalaschnikof chance gegen Magrins! Einfach schißt die boden an bis tod und dan einschlagt die fenster von prodoss haus und schändn die probe! -- Ferrix
NeMeSiS3
Profile Blog Joined February 2012
Canada2972 Posts
Last Edited: 2012-03-18 02:23:28
March 18 2012 02:22 GMT
#1482
On March 18 2012 11:17 Plansix wrote:
Show nested quote +
On March 18 2012 11:14 NeMeSiS3 wrote:
On March 18 2012 08:28 Plansix wrote:
On March 18 2012 06:17 Killcani wrote:
On March 18 2012 06:01 zezamer wrote:
On March 18 2012 05:04 sushichef wrote:
That's true, but I'd wager than 90% of the issue with TvP for casual players is 3-3 zealots + mass warpgates. Protoss just does not die then, whereas you often do because of one mistake.

A simple solution would be to change shields/HP ratio on zealots: it would make chronoed armor upgrades less effective, it would make ghosts stronger, and it wouldn't affect PvZ much.


Or just remove autocast charge

This wouldn't help much. Today many protoss usually waste their charge on the first thing they see and this is something terrans can use to their advantage. I've seen this in many gsl matches where the terran tries bait charge with a single unit/ building.

I would be ok with charge not being auto cast if it was a timed speed boost and not an attack animation. It would make zealots require more micro, but would also allow protoss to micro them. Currently, you can't really micro them without losing the charge, which is critical.


Imagine indivdually charging zealots... That's not micro, it's retarded... Do you mean like you hit C and they charge ? which is exactly the same to an extent?



You hit the button, the zealots go faster, but you still control them like normal units. Like speed-lings, but it only lasts for a set amount of time and then it has a cool down.


You know what would be way better? If like speedlings, zealots were able to run fast all the time, JUST LIKE BROODWAR! that was the day, now people are bitching about the speed being like a 5 second charge that once its over can be kited ridiclously easy lol...

You want that, fine, make it so if I hit C it goes into perm charge than if i hit C again it slows them down, done balanced right? since everyones making ridiclous balance allegations and even more ridiculous complaints over comparing there own play (league) to balance in general I might as well make one myself to add to this ever growing shitpool thread
FoTG fighting!
AdmrlAwesome
Profile Joined March 2012
Germany37 Posts
March 18 2012 02:24 GMT
#1483
I dont feel like zealots are the problem.
The problem are the lategame splashunits that miss a terran counter.
Nitmal blaue lichd das dan wird bodnkalaschnikof chance gegen Magrins! Einfach schißt die boden an bis tod und dan einschlagt die fenster von prodoss haus und schändn die probe! -- Ferrix
Aquila-
Profile Blog Joined April 2011
516 Posts
March 18 2012 02:25 GMT
#1484
On March 18 2012 11:21 Plansix wrote:
Show nested quote +
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2012-03-18 02:29:43
March 18 2012 02:27 GMT
#1485
On March 18 2012 11:22 NeMeSiS3 wrote:
Show nested quote +
On March 18 2012 11:17 Plansix wrote:
On March 18 2012 11:14 NeMeSiS3 wrote:
On March 18 2012 08:28 Plansix wrote:
On March 18 2012 06:17 Killcani wrote:
On March 18 2012 06:01 zezamer wrote:
On March 18 2012 05:04 sushichef wrote:
That's true, but I'd wager than 90% of the issue with TvP for casual players is 3-3 zealots + mass warpgates. Protoss just does not die then, whereas you often do because of one mistake.

A simple solution would be to change shields/HP ratio on zealots: it would make chronoed armor upgrades less effective, it would make ghosts stronger, and it wouldn't affect PvZ much.


Or just remove autocast charge

This wouldn't help much. Today many protoss usually waste their charge on the first thing they see and this is something terrans can use to their advantage. I've seen this in many gsl matches where the terran tries bait charge with a single unit/ building.

I would be ok with charge not being auto cast if it was a timed speed boost and not an attack animation. It would make zealots require more micro, but would also allow protoss to micro them. Currently, you can't really micro them without losing the charge, which is critical.


Imagine indivdually charging zealots... That's not micro, it's retarded... Do you mean like you hit C and they charge ? which is exactly the same to an extent?



You hit the button, the zealots go faster, but you still control them like normal units. Like speed-lings, but it only lasts for a set amount of time and then it has a cool down.


You know what would be way better? If like speedlings, zealots were able to run fast all the time, JUST LIKE BROODWAR! that was the day, now people are bitching about the speed being like a 5 second charge that once its over can be kited ridiclously easy lol...

You want that, fine, make it so if I hit C it goes into perm charge than if i hit C again it slows them down, done balanced right? since everyones making ridiclous balance allegations and even more ridiculous complaints over comparing there own play (league) to balance in general I might as well make one myself to add to this ever growing shitpool thread

Deal, if we get speed vultures and mines back, Hellions can go eat shit. Let me have my 0 supply 125 dmg splash miniature nukes in package of 3 every vulture. Who cares about zealots then. What terran lacks now is exactly that 0 supply detector splash zoning tool of utter annihilation. We get mines back the game will be perfect.
[TLNY]Mahjong Club Thread
zezamer
Profile Joined March 2011
Finland5701 Posts
Last Edited: 2012-03-18 02:27:31
March 18 2012 02:27 GMT
#1486
nvm
DjRetro
Profile Blog Joined December 2010
Chile309 Posts
March 18 2012 02:29 GMT
#1487
On March 18 2012 11:21 Plansix wrote:
Show nested quote +
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...


If only you were terran...

...You wouldn't be saying that.
SpaceSynth-ItaloDisco-HiNRG http://www.radiostaddenhaag.com/
Noocta
Profile Joined June 2010
France12578 Posts
March 18 2012 02:30 GMT
#1488
On March 18 2012 11:22 NeMeSiS3 wrote:
Show nested quote +
On March 18 2012 11:17 Plansix wrote:
On March 18 2012 11:14 NeMeSiS3 wrote:
On March 18 2012 08:28 Plansix wrote:
On March 18 2012 06:17 Killcani wrote:
On March 18 2012 06:01 zezamer wrote:
On March 18 2012 05:04 sushichef wrote:
That's true, but I'd wager than 90% of the issue with TvP for casual players is 3-3 zealots + mass warpgates. Protoss just does not die then, whereas you often do because of one mistake.

A simple solution would be to change shields/HP ratio on zealots: it would make chronoed armor upgrades less effective, it would make ghosts stronger, and it wouldn't affect PvZ much.


Or just remove autocast charge

This wouldn't help much. Today many protoss usually waste their charge on the first thing they see and this is something terrans can use to their advantage. I've seen this in many gsl matches where the terran tries bait charge with a single unit/ building.

I would be ok with charge not being auto cast if it was a timed speed boost and not an attack animation. It would make zealots require more micro, but would also allow protoss to micro them. Currently, you can't really micro them without losing the charge, which is critical.


Imagine indivdually charging zealots... That's not micro, it's retarded... Do you mean like you hit C and they charge ? which is exactly the same to an extent?



You hit the button, the zealots go faster, but you still control them like normal units. Like speed-lings, but it only lasts for a set amount of time and then it has a cool down.


You know what would be way better? If like speedlings, zealots were able to run fast all the time, JUST LIKE BROODWAR! that was the day, now people are bitching about the speed being like a 5 second charge that once its over can be kited ridiclously easy lol...

You want that, fine, make it so if I hit C it goes into perm charge than if i hit C again it slows them down, done balanced right? since everyones making ridiclous balance allegations and even more ridiculous complaints over comparing there own play (league) to balance in general I might as well make one myself to add to this ever growing shitpool thread


Urrgh...
Chgarge come with a speed boost.
Zealot speed pre charge is 2.25, and 2.75 after.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Blasterion
Profile Blog Joined October 2010
China10272 Posts
March 18 2012 02:31 GMT
#1489
On March 18 2012 11:30 Noocta wrote:
Show nested quote +
On March 18 2012 11:22 NeMeSiS3 wrote:
On March 18 2012 11:17 Plansix wrote:
On March 18 2012 11:14 NeMeSiS3 wrote:
On March 18 2012 08:28 Plansix wrote:
On March 18 2012 06:17 Killcani wrote:
On March 18 2012 06:01 zezamer wrote:
On March 18 2012 05:04 sushichef wrote:
That's true, but I'd wager than 90% of the issue with TvP for casual players is 3-3 zealots + mass warpgates. Protoss just does not die then, whereas you often do because of one mistake.

A simple solution would be to change shields/HP ratio on zealots: it would make chronoed armor upgrades less effective, it would make ghosts stronger, and it wouldn't affect PvZ much.


Or just remove autocast charge

This wouldn't help much. Today many protoss usually waste their charge on the first thing they see and this is something terrans can use to their advantage. I've seen this in many gsl matches where the terran tries bait charge with a single unit/ building.

I would be ok with charge not being auto cast if it was a timed speed boost and not an attack animation. It would make zealots require more micro, but would also allow protoss to micro them. Currently, you can't really micro them without losing the charge, which is critical.


Imagine indivdually charging zealots... That's not micro, it's retarded... Do you mean like you hit C and they charge ? which is exactly the same to an extent?



You hit the button, the zealots go faster, but you still control them like normal units. Like speed-lings, but it only lasts for a set amount of time and then it has a cool down.


You know what would be way better? If like speedlings, zealots were able to run fast all the time, JUST LIKE BROODWAR! that was the day, now people are bitching about the speed being like a 5 second charge that once its over can be kited ridiclously easy lol...

You want that, fine, make it so if I hit C it goes into perm charge than if i hit C again it slows them down, done balanced right? since everyones making ridiclous balance allegations and even more ridiculous complaints over comparing there own play (league) to balance in general I might as well make one myself to add to this ever growing shitpool thread


Urrgh...
Chgarge come with a speed boost.
Zealot speed pre charge is 2.25, and 2.75 after.

Well BW zealots were.....REALLY REALLY fast .5 is a severe understatement. Give us mines back that's all we need.
[TLNY]Mahjong Club Thread
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 18 2012 02:31 GMT
#1490
On March 18 2012 11:30 Noocta wrote:
Show nested quote +
On March 18 2012 11:22 NeMeSiS3 wrote:
On March 18 2012 11:17 Plansix wrote:
On March 18 2012 11:14 NeMeSiS3 wrote:
On March 18 2012 08:28 Plansix wrote:
On March 18 2012 06:17 Killcani wrote:
On March 18 2012 06:01 zezamer wrote:
On March 18 2012 05:04 sushichef wrote:
That's true, but I'd wager than 90% of the issue with TvP for casual players is 3-3 zealots + mass warpgates. Protoss just does not die then, whereas you often do because of one mistake.

A simple solution would be to change shields/HP ratio on zealots: it would make chronoed armor upgrades less effective, it would make ghosts stronger, and it wouldn't affect PvZ much.


Or just remove autocast charge

This wouldn't help much. Today many protoss usually waste their charge on the first thing they see and this is something terrans can use to their advantage. I've seen this in many gsl matches where the terran tries bait charge with a single unit/ building.

I would be ok with charge not being auto cast if it was a timed speed boost and not an attack animation. It would make zealots require more micro, but would also allow protoss to micro them. Currently, you can't really micro them without losing the charge, which is critical.


Imagine indivdually charging zealots... That's not micro, it's retarded... Do you mean like you hit C and they charge ? which is exactly the same to an extent?



You hit the button, the zealots go faster, but you still control them like normal units. Like speed-lings, but it only lasts for a set amount of time and then it has a cool down.


You know what would be way better? If like speedlings, zealots were able to run fast all the time, JUST LIKE BROODWAR! that was the day, now people are bitching about the speed being like a 5 second charge that once its over can be kited ridiclously easy lol...

You want that, fine, make it so if I hit C it goes into perm charge than if i hit C again it slows them down, done balanced right? since everyones making ridiclous balance allegations and even more ridiculous complaints over comparing there own play (league) to balance in general I might as well make one myself to add to this ever growing shitpool thread


Urrgh...
Chgarge come with a speed boost.
Zealot speed pre charge is 2.25, and 2.75 after.


Yep, they go the same speed as stalker. Clearly with the speed increase alone, they will be able to catch stimmed marines and marauders.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
tjd2191
Profile Joined August 2010
United States27 Posts
March 18 2012 03:07 GMT
#1491
A mod really needs to close this, its now just become a stupid terran circlejerk without any intelligent discussion.

and I play terran. More GG more skill guys, you'll get a lot more done that way than switching races, or complaining on TL
NeMeSiS3
Profile Blog Joined February 2012
Canada2972 Posts
March 18 2012 03:11 GMT
#1492
On March 18 2012 11:30 Noocta wrote:
Show nested quote +
On March 18 2012 11:22 NeMeSiS3 wrote:
On March 18 2012 11:17 Plansix wrote:
On March 18 2012 11:14 NeMeSiS3 wrote:
On March 18 2012 08:28 Plansix wrote:
On March 18 2012 06:17 Killcani wrote:
On March 18 2012 06:01 zezamer wrote:
On March 18 2012 05:04 sushichef wrote:
That's true, but I'd wager than 90% of the issue with TvP for casual players is 3-3 zealots + mass warpgates. Protoss just does not die then, whereas you often do because of one mistake.

A simple solution would be to change shields/HP ratio on zealots: it would make chronoed armor upgrades less effective, it would make ghosts stronger, and it wouldn't affect PvZ much.


Or just remove autocast charge

This wouldn't help much. Today many protoss usually waste their charge on the first thing they see and this is something terrans can use to their advantage. I've seen this in many gsl matches where the terran tries bait charge with a single unit/ building.

I would be ok with charge not being auto cast if it was a timed speed boost and not an attack animation. It would make zealots require more micro, but would also allow protoss to micro them. Currently, you can't really micro them without losing the charge, which is critical.


Imagine indivdually charging zealots... That's not micro, it's retarded... Do you mean like you hit C and they charge ? which is exactly the same to an extent?



You hit the button, the zealots go faster, but you still control them like normal units. Like speed-lings, but it only lasts for a set amount of time and then it has a cool down.


You know what would be way better? If like speedlings, zealots were able to run fast all the time, JUST LIKE BROODWAR! that was the day, now people are bitching about the speed being like a 5 second charge that once its over can be kited ridiclously easy lol...

You want that, fine, make it so if I hit C it goes into perm charge than if i hit C again it slows them down, done balanced right? since everyones making ridiclous balance allegations and even more ridiculous complaints over comparing there own play (league) to balance in general I might as well make one myself to add to this ever growing shitpool thread


Urrgh...
Chgarge come with a speed boost.
Zealot speed pre charge is 2.25, and 2.75 after.


I dunno if you know anything about BW, but going the same speed as a stalker, and having a speed boost are 2 totally different things in retrospect... Obviously I've noticed that they go a bit faster, sweet they can FINALLY keep up... And obviously I was joking, but since you took it upon yourself to see it that everyone knows that already widely known feature I guess I had to reply
FoTG fighting!
darthfoley
Profile Blog Joined February 2011
United States8004 Posts
March 18 2012 03:12 GMT
#1493
as a high diamond terran, i find TvP hardest (as incontrol says) when P tech switches and adds chargelots with archons, storm and a few colossi. At my level it's basically unwinnable, not because it's necessarily broken but because i can't control vikings ghosts and my bio ball at once. My micro isn't at that level. I'm guessing many terrans feel my frustration, sure pros can do it, but the average gamer has trouble with it.

Just my two cents, trying to stay rational and reasonable
watch the wall collide with my fist, mostly over problems that i know i should fix
Blasterion
Profile Blog Joined October 2010
China10272 Posts
March 18 2012 03:16 GMT
#1494
On March 18 2012 12:11 NeMeSiS3 wrote:
Show nested quote +
On March 18 2012 11:30 Noocta wrote:
On March 18 2012 11:22 NeMeSiS3 wrote:
On March 18 2012 11:17 Plansix wrote:
On March 18 2012 11:14 NeMeSiS3 wrote:
On March 18 2012 08:28 Plansix wrote:
On March 18 2012 06:17 Killcani wrote:
On March 18 2012 06:01 zezamer wrote:
On March 18 2012 05:04 sushichef wrote:
That's true, but I'd wager than 90% of the issue with TvP for casual players is 3-3 zealots + mass warpgates. Protoss just does not die then, whereas you often do because of one mistake.

A simple solution would be to change shields/HP ratio on zealots: it would make chronoed armor upgrades less effective, it would make ghosts stronger, and it wouldn't affect PvZ much.


Or just remove autocast charge

This wouldn't help much. Today many protoss usually waste their charge on the first thing they see and this is something terrans can use to their advantage. I've seen this in many gsl matches where the terran tries bait charge with a single unit/ building.

I would be ok with charge not being auto cast if it was a timed speed boost and not an attack animation. It would make zealots require more micro, but would also allow protoss to micro them. Currently, you can't really micro them without losing the charge, which is critical.


Imagine indivdually charging zealots... That's not micro, it's retarded... Do you mean like you hit C and they charge ? which is exactly the same to an extent?



You hit the button, the zealots go faster, but you still control them like normal units. Like speed-lings, but it only lasts for a set amount of time and then it has a cool down.


You know what would be way better? If like speedlings, zealots were able to run fast all the time, JUST LIKE BROODWAR! that was the day, now people are bitching about the speed being like a 5 second charge that once its over can be kited ridiclously easy lol...

You want that, fine, make it so if I hit C it goes into perm charge than if i hit C again it slows them down, done balanced right? since everyones making ridiclous balance allegations and even more ridiculous complaints over comparing there own play (league) to balance in general I might as well make one myself to add to this ever growing shitpool thread


Urrgh...
Chgarge come with a speed boost.
Zealot speed pre charge is 2.25, and 2.75 after.


I dunno if you know anything about BW, but going the same speed as a stalker, and having a speed boost are 2 totally different things in retrospect... Obviously I've noticed that they go a bit faster, sweet they can FINALLY keep up... And obviously I was joking, but since you took it upon yourself to see it that everyone knows that already widely known feature I guess I had to reply

FYI Chargelot Passive = 2.75 Stalker = 2.91 = Slow Reaper =Slow Ling
[TLNY]Mahjong Club Thread
NeMeSiS3
Profile Blog Joined February 2012
Canada2972 Posts
March 18 2012 03:17 GMT
#1495
On March 18 2012 12:12 darthfoley wrote:
as a high diamond terran, i find TvP hardest (as incontrol says) when P tech switches and adds chargelots with archons, storm and a few colossi. At my level it's basically unwinnable, not because it's necessarily broken but because i can't control vikings ghosts and my bio ball at once. My micro isn't at that level. I'm guessing many terrans feel my frustration, sure pros can do it, but the average gamer has trouble with it.

Just my two cents, trying to stay rational and reasonable


do you have a good composition? 3 vikings per colo? 1 ghost per archon? if you see chargelot/archon and only 1/2 colo's (the norm nowadays) do you over produce marauders (for instance the match between MC and Puma on Antiga Shipyard showed the weakeness of OVER producing rauders as Day9 was explaining a lot of terrans need to stop doing), did you keep up with upgrades? Is your army a match? Do you have a concave, protoss army is not as mobile as Terrans suc hthat Protoss will have a stronger head to head, but with concave a Terran will win..

Answer those questions and you'll solve your issues, most problems arent even micro related, for instance you should have more trouble with a tech switching Zerg lategame without snipes from Ghosts then you do from protoss players tech switching
FoTG fighting!
Blasterion
Profile Blog Joined October 2010
China10272 Posts
March 18 2012 03:22 GMT
#1496
On March 18 2012 12:17 NeMeSiS3 wrote:
Show nested quote +
On March 18 2012 12:12 darthfoley wrote:
as a high diamond terran, i find TvP hardest (as incontrol says) when P tech switches and adds chargelots with archons, storm and a few colossi. At my level it's basically unwinnable, not because it's necessarily broken but because i can't control vikings ghosts and my bio ball at once. My micro isn't at that level. I'm guessing many terrans feel my frustration, sure pros can do it, but the average gamer has trouble with it.

Just my two cents, trying to stay rational and reasonable


do you have a good composition? 3 vikings per colo? 1 ghost per archon? if you see chargelot/archon and only 1/2 colo's (the norm nowadays) do you over produce marauders (for instance the match between MC and Puma on Antiga Shipyard showed the weakeness of OVER producing rauders as Day9 was explaining a lot of terrans need to stop doing), did you keep up with upgrades? Is your army a match? Do you have a concave, protoss army is not as mobile as Terrans suc hthat Protoss will have a stronger head to head, but with concave a Terran will win..

Answer those questions and you'll solve your issues, most problems arent even micro related, for instance you should have more trouble with a tech switching Zerg lategame without snipes from Ghosts then you do from protoss players tech switching

That much is true I'll give you that much, I for one though, would fight for more mech viability in TvP, frankly because I just hate bio =/
[TLNY]Mahjong Club Thread
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
March 18 2012 03:28 GMT
#1497
On March 18 2012 11:24 AdmrlAwesome wrote:
I dont feel like zealots are the problem.
The problem are the lategame splashunits that miss a terran counter.


zealots are a big problem cause even if we win a giant battle, we can't push since the toss can instantly warp in zealots and destroy any weakened bio. that's why even staying on even bases, it's hard to do it unless you drop. a lot
NeMeSiS3
Profile Blog Joined February 2012
Canada2972 Posts
March 18 2012 03:40 GMT
#1498
On March 18 2012 12:22 Blasterion wrote:
Show nested quote +
On March 18 2012 12:17 NeMeSiS3 wrote:
On March 18 2012 12:12 darthfoley wrote:
as a high diamond terran, i find TvP hardest (as incontrol says) when P tech switches and adds chargelots with archons, storm and a few colossi. At my level it's basically unwinnable, not because it's necessarily broken but because i can't control vikings ghosts and my bio ball at once. My micro isn't at that level. I'm guessing many terrans feel my frustration, sure pros can do it, but the average gamer has trouble with it.

Just my two cents, trying to stay rational and reasonable


do you have a good composition? 3 vikings per colo? 1 ghost per archon? if you see chargelot/archon and only 1/2 colo's (the norm nowadays) do you over produce marauders (for instance the match between MC and Puma on Antiga Shipyard showed the weakeness of OVER producing rauders as Day9 was explaining a lot of terrans need to stop doing), did you keep up with upgrades? Is your army a match? Do you have a concave, protoss army is not as mobile as Terrans suc hthat Protoss will have a stronger head to head, but with concave a Terran will win..

Answer those questions and you'll solve your issues, most problems arent even micro related, for instance you should have more trouble with a tech switching Zerg lategame without snipes from Ghosts then you do from protoss players tech switching

That much is true I'll give you that much, I for one though, would fight for more mech viability in TvP, frankly because I just hate bio =/


As a protoss player, I would have NO issues with vulture/mines being implemented back into SC2, god that'd be nice to see mech orientated play again. Once that stupid "warhound" hits though, i might put sc2 down (even though right now MMR wise im rank 3 high masters 900pts) by then it'd just be stupid to play
FoTG fighting!
darthfoley
Profile Blog Joined February 2011
United States8004 Posts
March 18 2012 03:45 GMT
#1499
On March 18 2012 12:17 NeMeSiS3 wrote:
Show nested quote +
On March 18 2012 12:12 darthfoley wrote:
as a high diamond terran, i find TvP hardest (as incontrol says) when P tech switches and adds chargelots with archons, storm and a few colossi. At my level it's basically unwinnable, not because it's necessarily broken but because i can't control vikings ghosts and my bio ball at once. My micro isn't at that level. I'm guessing many terrans feel my frustration, sure pros can do it, but the average gamer has trouble with it.

Just my two cents, trying to stay rational and reasonable


do you have a good composition? 3 vikings per colo? 1 ghost per archon? if you see chargelot/archon and only 1/2 colo's (the norm nowadays) do you over produce marauders (for instance the match between MC and Puma on Antiga Shipyard showed the weakeness of OVER producing rauders as Day9 was explaining a lot of terrans need to stop doing), did you keep up with upgrades? Is your army a match? Do you have a concave, protoss army is not as mobile as Terrans suc hthat Protoss will have a stronger head to head, but with concave a Terran will win..

Answer those questions and you'll solve your issues, most problems arent even micro related, for instance you should have more trouble with a tech switching Zerg lategame without snipes from Ghosts then you do from protoss players tech switching


Thanks for the tips, i'll try to focus on this next time i play
watch the wall collide with my fist, mostly over problems that i know i should fix
Blasterion
Profile Blog Joined October 2010
China10272 Posts
March 18 2012 03:58 GMT
#1500
On March 18 2012 12:40 NeMeSiS3 wrote:
Show nested quote +
On March 18 2012 12:22 Blasterion wrote:
On March 18 2012 12:17 NeMeSiS3 wrote:
On March 18 2012 12:12 darthfoley wrote:
as a high diamond terran, i find TvP hardest (as incontrol says) when P tech switches and adds chargelots with archons, storm and a few colossi. At my level it's basically unwinnable, not because it's necessarily broken but because i can't control vikings ghosts and my bio ball at once. My micro isn't at that level. I'm guessing many terrans feel my frustration, sure pros can do it, but the average gamer has trouble with it.

Just my two cents, trying to stay rational and reasonable


do you have a good composition? 3 vikings per colo? 1 ghost per archon? if you see chargelot/archon and only 1/2 colo's (the norm nowadays) do you over produce marauders (for instance the match between MC and Puma on Antiga Shipyard showed the weakeness of OVER producing rauders as Day9 was explaining a lot of terrans need to stop doing), did you keep up with upgrades? Is your army a match? Do you have a concave, protoss army is not as mobile as Terrans suc hthat Protoss will have a stronger head to head, but with concave a Terran will win..

Answer those questions and you'll solve your issues, most problems arent even micro related, for instance you should have more trouble with a tech switching Zerg lategame without snipes from Ghosts then you do from protoss players tech switching

That much is true I'll give you that much, I for one though, would fight for more mech viability in TvP, frankly because I just hate bio =/


As a protoss player, I would have NO issues with vulture/mines being implemented back into SC2, god that'd be nice to see mech orientated play again. Once that stupid "warhound" hits though, i might put sc2 down (even though right now MMR wise im rank 3 high masters 900pts) by then it'd just be stupid to play

Now if Browder would agree with us
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