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Heart of the Swarm Unit Stats - Page 44

Forum Index > SC2 General
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iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2012-07-09 16:50:18
July 09 2012 16:49 GMT
#861
I hope they buff some late game units for terran, because they addressed nothing against late game broodlord/infestor army.

And "don't let them reach that phase" is not a real solid argument
Sakagami
Profile Joined August 2011
United States56 Posts
July 09 2012 16:55 GMT
#862
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2012-07-09 16:59:11
July 09 2012 16:58 GMT
#863
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


almost everything does more dps and is more cost-effective health wise than stalkers, doesn't prevent them from being very versatile and good in all matchups
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2012-07-09 17:02:26
July 09 2012 17:01 GMT
#864
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


Or blink, or come out of a Rax(aka, Gateway for protoss), or upgrade on the same path as all other ground units. The warhound is also slightly slower, does not have shields and cannot be warped in. But you are right, beyond all of those things, they are the exact same units.

Edit: Grammer
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Sakagami
Profile Joined August 2011
United States56 Posts
July 09 2012 17:03 GMT
#865
On July 10 2012 01:58 iky43210 wrote:
Show nested quote +
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


almost everything does more dps and is more cost-effective health wise than stalkers, doesn't prevent them from being very versatile and good in all matchups


I definitely wouldn't say that they are very versatile and good in all match ups. Considering in most match ups you try to get away with making as few stalkers as possible unless you're blink all inning.

If we had a a unit that was half decent and could hit air (not phoenix because they aren't really massable) i doubt anyone would use the stalker anymore.
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2012-07-09 17:11:07
July 09 2012 17:07 GMT
#866
On July 10 2012 02:03 Sakagami wrote:
Show nested quote +
On July 10 2012 01:58 iky43210 wrote:
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


almost everything does more dps and is more cost-effective health wise than stalkers, doesn't prevent them from being very versatile and good in all matchups


I definitely wouldn't say that they are very versatile and good in all match ups. Considering in most match ups you try to get away with making as few stalkers as possible unless you're blink all inning.

If we had a a unit that was half decent and could hit air (not phoenix because they aren't really massable) i doubt anyone would use the stalker anymore.

pretty sure PvZ is still getting a huge ball of stalkers with a few colossus and sentries added in, and PvT people still invest a heavy portion of their supplies in them, not even counting in the timing where mass nothing but stalkers is still very viable as long as you have a few zealots or immortals for bust

Quite a ridiculous statement to make, people don't make stalkers to just hit air (well, they're still very good against air), stalkers is incredibly good in a protoss army as long as you can micro and have zealots/forcefields for tanking
Bagi
Profile Joined August 2010
Germany6799 Posts
July 09 2012 17:12 GMT
#867
On July 10 2012 01:49 iky43210 wrote:
I hope they buff some late game units for terran, because they addressed nothing against late game broodlord/infestor army.

And "don't let them reach that phase" is not a real solid argument

Mines seem like an excellent counter to it. Attack with your army and flank with a bunch of mines, the BLs are either forced to try to flee, clumsily focus fire the mines or spread out, either way giving your army enough time to DPS them down.

I wouldn't be surprised if they heavily adjusted ghosts and ravens too. Ghosts seem like a really poorly designed unit in their current form, they just counter casters and do nothing else. Ravens just suck.

Probe1
Profile Blog Joined August 2010
United States17920 Posts
July 09 2012 17:13 GMT
#868
On June 20 2012 12:39 Dingobloo wrote:
Interesting tidbit from david kim's interview with RTSGuru:

Show nested quote +
RTS Guru: Where do you see the game changing the most? Late game, mid game...etc. It seems to me a lot more late game with all the new units having to tech up to get to.

David Kim: For example on the Zerg side, the only change we have on the early game is the Overlord creep. That ability got moved from Lair to Evolution Chamber.


Moving the overlords drop creep ability from the lair to the evo chamber seems interesting on paper, hopefully spine all-ins vs forge fast expands for example don't become a bit ridiculous.

I'll see your cannon rush and raise you overlord rush!
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Sakagami
Profile Joined August 2011
United States56 Posts
July 09 2012 17:14 GMT
#869
On July 10 2012 02:07 iky43210 wrote:
Show nested quote +
On July 10 2012 02:03 Sakagami wrote:
On July 10 2012 01:58 iky43210 wrote:
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


almost everything does more dps and is more cost-effective health wise than stalkers, doesn't prevent them from being very versatile and good in all matchups


I definitely wouldn't say that they are very versatile and good in all match ups. Considering in most match ups you try to get away with making as few stalkers as possible unless you're blink all inning.

If we had a a unit that was half decent and could hit air (not phoenix because they aren't really massable) i doubt anyone would use the stalker anymore.

pretty sure PvZ is still getting a huge ball of stalkers with a few colossus and sentries added in, and PvT people still invest a heavy portion of their supplies in them, not even counting in the timing where mass nothing but stalkers is still very viable as long as you have a few zealots or immortals for bust

Quite a ridiculous statement to make, people don't make stalkers to just hit air (well, they're still very good against air), stalkers is incredibly good in a protoss army as long as you can micro and have zealots/forcefields for tanking


1) Theres a reason why PvZ your base army is stalkers. Zealots can't hit air (brood lords) and they also get raped by fungals because they're melee. WE DON'T HAVE A CHOICE.

2) PvT you get stalkers to kill vikings and medivacs essentially while your entire base is zealots. Furthermore you bust with basically all stalkers because you HAVE to forcefield bunkers which make zealots near useless depending on the scv placement.

3) Yeah stalkers are good against air, which is why they get raped by mutalisks a unit that's supposed to be bad in direct engagements.
iky43210
Profile Blog Joined May 2011
United States2099 Posts
July 09 2012 17:15 GMT
#870
On July 10 2012 02:12 Bagi wrote:
Show nested quote +
On July 10 2012 01:49 iky43210 wrote:
I hope they buff some late game units for terran, because they addressed nothing against late game broodlord/infestor army.

And "don't let them reach that phase" is not a real solid argument

Mines seem like an excellent counter to it. Attack with your army and flank with a bunch of mines, the BLs are either forced to try to flee, clumsily focus fire the mines or spread out, either way giving your army enough time to DPS them down.

I wouldn't be surprised if they heavily adjusted ghosts and ravens too. Ghosts seem like a really poorly designed unit in their current form, they just counter casters and do nothing else. Ravens just suck.


mines can be killed, tbh I don't see how you can run mines into a group of broodlords before they get blocked by broodlings or fungal to death

I hope they buff ghosts and ravens
Probe1
Profile Blog Joined August 2010
United States17920 Posts
July 09 2012 17:17 GMT
#871
Sakagami I've noticed from both personal experience and stream observation that people overestimate the power of stalkers against mutalisks.

5 stalkers will not kill 16 mutalisks. It would be silly if they could.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2012-07-09 17:23:51
July 09 2012 17:21 GMT
#872
On July 10 2012 02:14 Sakagami wrote:
Show nested quote +
On July 10 2012 02:07 iky43210 wrote:
On July 10 2012 02:03 Sakagami wrote:
On July 10 2012 01:58 iky43210 wrote:
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


almost everything does more dps and is more cost-effective health wise than stalkers, doesn't prevent them from being very versatile and good in all matchups


I definitely wouldn't say that they are very versatile and good in all match ups. Considering in most match ups you try to get away with making as few stalkers as possible unless you're blink all inning.

If we had a a unit that was half decent and could hit air (not phoenix because they aren't really massable) i doubt anyone would use the stalker anymore.

pretty sure PvZ is still getting a huge ball of stalkers with a few colossus and sentries added in, and PvT people still invest a heavy portion of their supplies in them, not even counting in the timing where mass nothing but stalkers is still very viable as long as you have a few zealots or immortals for bust

Quite a ridiculous statement to make, people don't make stalkers to just hit air (well, they're still very good against air), stalkers is incredibly good in a protoss army as long as you can micro and have zealots/forcefields for tanking


1) Theres a reason why PvZ your base army is stalkers. Zealots can't hit air (brood lords) and they also get raped by fungals because they're melee. WE DON'T HAVE A CHOICE.

2) PvT you get stalkers to kill vikings and medivacs essentially while your entire base is zealots. Furthermore you bust with basically all stalkers because you HAVE to forcefield bunkers which make zealots near useless depending on the scv placement.

3) Yeah stalkers are good against air, which is why they get raped by mutalisks a unit that's supposed to be bad in direct engagements.


and yet Protoss as a race is still doing fairly well. stalkers must be a bad unit and should be buffed so protoss deathballs can become stronger than ever. There are even multiple timings where you make nothing but stalkers, you can't seriously think its a bad unit.

the whole "im worried cause new units seem to be stronger or equal than stalkers" is total crap consider almost everything is already better than stalkers when looking at the stats. Yet protoss lives on with having 70% of the army in stalker values (early to mid)

If stalkers are as bad as you suggested, then how are protoss early and mid game pushes so strong when their army is dominantly heavy in stalkers? or even late game? army synergy counts alot more than just the units themselves. A few zealots in a stalker ball or sentries in early game drastically improve their effectiveness and colossus/chargelot/templars for late

In PvT main reason you make stalkers is not only for air, but also actually being able to hit marauder and marines while your zealot is getting kited. Unless you plan to sit at base with sentries, you won't be able to push out any mid game pressure without stalkers. Most early midgame protoss push have a huge stalker force with 2-3 sentries and 3 zealots at the front.

p.s stalkers don't get raped by mutalisks.
Shiori
Profile Blog Joined July 2011
3815 Posts
July 09 2012 17:28 GMT
#873
On July 10 2012 02:21 iky43210 wrote:
Show nested quote +
On July 10 2012 02:14 Sakagami wrote:
On July 10 2012 02:07 iky43210 wrote:
On July 10 2012 02:03 Sakagami wrote:
On July 10 2012 01:58 iky43210 wrote:
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


almost everything does more dps and is more cost-effective health wise than stalkers, doesn't prevent them from being very versatile and good in all matchups


I definitely wouldn't say that they are very versatile and good in all match ups. Considering in most match ups you try to get away with making as few stalkers as possible unless you're blink all inning.

If we had a a unit that was half decent and could hit air (not phoenix because they aren't really massable) i doubt anyone would use the stalker anymore.

pretty sure PvZ is still getting a huge ball of stalkers with a few colossus and sentries added in, and PvT people still invest a heavy portion of their supplies in them, not even counting in the timing where mass nothing but stalkers is still very viable as long as you have a few zealots or immortals for bust

Quite a ridiculous statement to make, people don't make stalkers to just hit air (well, they're still very good against air), stalkers is incredibly good in a protoss army as long as you can micro and have zealots/forcefields for tanking


1) Theres a reason why PvZ your base army is stalkers. Zealots can't hit air (brood lords) and they also get raped by fungals because they're melee. WE DON'T HAVE A CHOICE.

2) PvT you get stalkers to kill vikings and medivacs essentially while your entire base is zealots. Furthermore you bust with basically all stalkers because you HAVE to forcefield bunkers which make zealots near useless depending on the scv placement.

3) Yeah stalkers are good against air, which is why they get raped by mutalisks a unit that's supposed to be bad in direct engagements.


and yet Protoss as a race is still doing fairly well. stalkers must be a bad unit and should be buffed so protoss deathballs can become stronger than ever. There are even multiple timings where you make nothing but stalkers, you can't seriously think its a bad unit.

the whole "im worried cause new units seem to be stronger or equal than stalkers" is total crap consider almost everything is already better than stalkers when looking at the stats. Yet protoss lives on with having 70% of the army in stalker values (early to mid)

If stalkers are as bad as you suggested, then how are protoss early and mid game pushes so strong when their army is dominantly heavy in stalkers? or even late game? army synergy counts alot more than just the units themselves. A few zealots in a stalker ball or sentries in early game drastically improve their effectiveness and colossus/chargelot/templars for late

In PvT main reason you make stalkers is not only for air, but also actually being able to hit marauder and marines while your zealot is getting kited. Unless you plan to sit at base with sentries, you won't be able to push out any mid game pressure without stalkers. Most early midgame protoss push have a huge stalker force with 2-3 sentries and 3 zealots at the front.

p.s stalkers don't get raped by mutalisks.

Stalkers don't do enough DPS to be useful against a midgame MMM ball. The DPS of a Stalker is out-healed by a Medivac, so you're better off just getting Storm/Archons/Colossus. Those Zealots that are getting kited are actually doing more damage than any Stalkers you might have invested in, because the 1 hit they get off before they're out of range is more damage than a Stalker does.

The only reason we have Stalkers in the early game is because they're the only unit we can build. Zealots die to anything ranged and anything Zerg, and Sentries don't do much damage to anything. If we had a Marine or a Roach equivalent, we'd never make Stalkers in the early game because they're so damn expensive for so little effectiveness.

In PvZ, we get Stalkers because they're the only unit with decent range that can hit BLs, and because they out-range Roaches. Stalkers still lose in a straight up engagement with basically anything because they have horrible DPS. Yes, Stalkers beat Mutalisks, but Stalkers aren't a good counter to Mutalisks because while you can make 20 Mutalisks and run them all over the place, I can't just keep 20 Stalkers in my base because they're never actually kill the Mutalisk ball. They'll force it to go away, yeah, but that's not a problem for the Zerg player since he just needs to keep me in my base.

I don't think you understand how Protoss works in general. We are certainly not "fine" as a race, either. One of our matchups is almost exclusively 2base all-inning. How's that fine?
Sakagami
Profile Joined August 2011
United States56 Posts
July 09 2012 17:30 GMT
#874
On July 10 2012 02:21 iky43210 wrote:
Show nested quote +
On July 10 2012 02:14 Sakagami wrote:
On July 10 2012 02:07 iky43210 wrote:
On July 10 2012 02:03 Sakagami wrote:
On July 10 2012 01:58 iky43210 wrote:
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


almost everything does more dps and is more cost-effective health wise than stalkers, doesn't prevent them from being very versatile and good in all matchups


I definitely wouldn't say that they are very versatile and good in all match ups. Considering in most match ups you try to get away with making as few stalkers as possible unless you're blink all inning.

If we had a a unit that was half decent and could hit air (not phoenix because they aren't really massable) i doubt anyone would use the stalker anymore.

pretty sure PvZ is still getting a huge ball of stalkers with a few colossus and sentries added in, and PvT people still invest a heavy portion of their supplies in them, not even counting in the timing where mass nothing but stalkers is still very viable as long as you have a few zealots or immortals for bust

Quite a ridiculous statement to make, people don't make stalkers to just hit air (well, they're still very good against air), stalkers is incredibly good in a protoss army as long as you can micro and have zealots/forcefields for tanking


1) Theres a reason why PvZ your base army is stalkers. Zealots can't hit air (brood lords) and they also get raped by fungals because they're melee. WE DON'T HAVE A CHOICE.

2) PvT you get stalkers to kill vikings and medivacs essentially while your entire base is zealots. Furthermore you bust with basically all stalkers because you HAVE to forcefield bunkers which make zealots near useless depending on the scv placement.

3) Yeah stalkers are good against air, which is why they get raped by mutalisks a unit that's supposed to be bad in direct engagements.


and yet Protoss as a race is still doing fairly well. stalkers must be a bad unit and should be buffed so protoss deathballs can become stronger than ever. There are even multiple timings where you make nothing but stalkers, you can't seriously think its a bad unit.

the whole "im worried cause new units seem to be stronger or equal than stalkers" is total crap consider almost everything is already better than stalkers when looking at the stats. Yet protoss lives on with having 70% of the army in stalker values (early to mid)

If stalkers are as bad as you suggested, then how are protoss early and mid game pushes so strong when their army is dominantly heavy in stalkers? or even late game? army synergy counts alot more than just the units themselves. A few zealots in a stalker ball or sentries in early game drastically improve their effectiveness and colossus/chargelot/templars for late

In PvT main reason you make stalkers is not only for air, but also actually being able to hit marauder and marines while your zealot is getting kited. Unless you plan to sit at base with sentries, you won't be able to push out any mid game pressure without stalkers. Most early midgame protoss push have a huge stalker force with 2-3 sentries and 3 zealots at the front.

p.s stalkers don't get raped by mutalisks.


LOL i'm not even sure if there is a point in me addressing every single useless point you made since i can essentially answer all of them with the same response.

It doesn't matter if it's a stalker or not, the unit is irrelevant the reason why protoss survives early-mid game is because of sentries and forcefields. Not because we have a million stalkers it's because the near bulk of our army is ranged and we can section it off so that our army is significantly stronger than the sectioned off army making fights very cost efficient. Again it's not the huge ball of stalkers doing the work trust me, any ranged unit will work in its place.
LucidityDark
Profile Joined October 2011
United Kingdom139 Posts
July 09 2012 17:32 GMT
#875
On July 10 2012 02:21 iky43210 wrote:
Show nested quote +
On July 10 2012 02:14 Sakagami wrote:
On July 10 2012 02:07 iky43210 wrote:
On July 10 2012 02:03 Sakagami wrote:
On July 10 2012 01:58 iky43210 wrote:
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


almost everything does more dps and is more cost-effective health wise than stalkers, doesn't prevent them from being very versatile and good in all matchups


I definitely wouldn't say that they are very versatile and good in all match ups. Considering in most match ups you try to get away with making as few stalkers as possible unless you're blink all inning.

If we had a a unit that was half decent and could hit air (not phoenix because they aren't really massable) i doubt anyone would use the stalker anymore.

pretty sure PvZ is still getting a huge ball of stalkers with a few colossus and sentries added in, and PvT people still invest a heavy portion of their supplies in them, not even counting in the timing where mass nothing but stalkers is still very viable as long as you have a few zealots or immortals for bust

Quite a ridiculous statement to make, people don't make stalkers to just hit air (well, they're still very good against air), stalkers is incredibly good in a protoss army as long as you can micro and have zealots/forcefields for tanking


1) Theres a reason why PvZ your base army is stalkers. Zealots can't hit air (brood lords) and they also get raped by fungals because they're melee. WE DON'T HAVE A CHOICE.

2) PvT you get stalkers to kill vikings and medivacs essentially while your entire base is zealots. Furthermore you bust with basically all stalkers because you HAVE to forcefield bunkers which make zealots near useless depending on the scv placement.

3) Yeah stalkers are good against air, which is why they get raped by mutalisks a unit that's supposed to be bad in direct engagements.


and yet Protoss as a race is still doing fairly well. stalkers must be a bad unit and should be buffed so protoss deathballs can become stronger than ever. There are even multiple timings where you make nothing but stalkers, you can't seriously think its a bad unit.

the whole "im worried cause new units seem to be stronger or equal than stalkers" is total crap consider almost everything is already better than stalkers when looking at the stats. Yet protoss lives on with having 70% of the army in stalker values (early to mid)

If stalkers are as bad as you suggested, then how are protoss early and mid game pushes so strong when their army is dominantly heavy in stalkers? or even late game? army synergy counts alot more than just the units themselves. A few zealots in a stalker ball or sentries in early game drastically improve their effectiveness and colossus/chargelot/templars for late

In PvT main reason you make stalkers is not only for air, but also actually being able to hit marauder and marines while your zealot is getting kited. Unless you plan to sit at base with sentries, you won't be able to push out any mid game pressure without stalkers. Most early midgame protoss push have a huge stalker force with 2-3 sentries and 3 zealots at the front.

p.s stalkers don't get raped by mutalisks.


Stalkers do get raped by mutalisks. That's the very reason that without storm or archons we instantly lose vs mass muta. The stalker is a buffer unit, the reasons it is made is because it can hit air and it has a relatively large amount of health. You'll often find late game armies replacing stalkers with archons when the protoss is floating gas as archons have more dps, hit air and have a large amount of health (also have splash too).

Why are mid game pushes so strong? Sentires, collossi or immortals. The stalker is a terrible unit surrounded by great units which compliment them, which basically make stalkers not bad when surrounded by these other units.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
July 09 2012 17:35 GMT
#876
On July 10 2012 02:21 iky43210 wrote:
Show nested quote +
On July 10 2012 02:14 Sakagami wrote:
On July 10 2012 02:07 iky43210 wrote:
On July 10 2012 02:03 Sakagami wrote:
On July 10 2012 01:58 iky43210 wrote:
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


almost everything does more dps and is more cost-effective health wise than stalkers, doesn't prevent them from being very versatile and good in all matchups


I definitely wouldn't say that they are very versatile and good in all match ups. Considering in most match ups you try to get away with making as few stalkers as possible unless you're blink all inning.

If we had a a unit that was half decent and could hit air (not phoenix because they aren't really massable) i doubt anyone would use the stalker anymore.

pretty sure PvZ is still getting a huge ball of stalkers with a few colossus and sentries added in, and PvT people still invest a heavy portion of their supplies in them, not even counting in the timing where mass nothing but stalkers is still very viable as long as you have a few zealots or immortals for bust

Quite a ridiculous statement to make, people don't make stalkers to just hit air (well, they're still very good against air), stalkers is incredibly good in a protoss army as long as you can micro and have zealots/forcefields for tanking


1) Theres a reason why PvZ your base army is stalkers. Zealots can't hit air (brood lords) and they also get raped by fungals because they're melee. WE DON'T HAVE A CHOICE.

2) PvT you get stalkers to kill vikings and medivacs essentially while your entire base is zealots. Furthermore you bust with basically all stalkers because you HAVE to forcefield bunkers which make zealots near useless depending on the scv placement.

3) Yeah stalkers are good against air, which is why they get raped by mutalisks a unit that's supposed to be bad in direct engagements.


and yet Protoss as a race is still doing fairly well. stalkers must be a bad unit and should be buffed so protoss deathballs can become stronger than ever. There are even multiple timings where you make nothing but stalkers, you can't seriously think its a bad unit.

the whole "im worried cause new units seem to be stronger or equal than stalkers" is total crap consider almost everything is already better than stalkers when looking at the stats. Yet protoss lives on with having 70% of the army in stalker values (early to mid)

If stalkers are as bad as you suggested, then how are protoss early and mid game pushes so strong when their army is dominantly heavy in stalkers? or even late game? army synergy counts alot more than just the units themselves. A few zealots in a stalker ball or sentries in early game drastically improve their effectiveness and colossus/chargelot/templars for late

In PvT main reason you make stalkers is not only for air, but also actually being able to hit marauder and marines while your zealot is getting kited. Unless you plan to sit at base with sentries, you won't be able to push out any mid game pressure without stalkers. Most early midgame protoss push have a huge stalker force with 2-3 sentries and 3 zealots at the front.

p.s stalkers don't get raped by mutalisks.


Stalkers can get messed up my mutas, since they both do around the same damage to eachother, with a muta doing 9 damage and a stalker doing 10. Sakagami is not make the correct argument as to why they get messed up though. The reason is that the protoss use them to protect serveral parts of their base against mutas, which travel in a large ball. This means that the mutas rarely(if used well) fight equal numbers of stalkers. The mutas are almost always being directly controled as well, which means they will like get to focus down a stalker or two before the protoss player can get his units to focus fire. I don't think stalkers are bad, but using them against mutas is one of the harsher lessons you need to learn when playing protoss and leads to a lot of dumb losses.

I think a lot of protoss feel the way about stalkers as zerg players feel about zerglings. Both seem amazing if your not using them and very powerful when used correctly. However, when you are using them, all of their flaws quickly become apparent and you become acutely aware of all the horrible ways these units could die. Personally, that is how I judge if a use is close to balanced. If the person using it thinks it is a terrible unit they are forced to build, but his opponent thinks the unit is amazing to the point of being to good.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
July 09 2012 17:36 GMT
#877
On July 10 2012 02:13 Probe1 wrote:
Show nested quote +
On June 20 2012 12:39 Dingobloo wrote:
Interesting tidbit from david kim's interview with RTSGuru:

RTS Guru: Where do you see the game changing the most? Late game, mid game...etc. It seems to me a lot more late game with all the new units having to tech up to get to.

David Kim: For example on the Zerg side, the only change we have on the early game is the Overlord creep. That ability got moved from Lair to Evolution Chamber.


Moving the overlords drop creep ability from the lair to the evo chamber seems interesting on paper, hopefully spine all-ins vs forge fast expands for example don't become a bit ridiculous.

I'll see your cannon rush and raise you overlord rush!


Wow... This is actually pretty huge... I can already theorycraft denying a natural nexus off a FFE until at least your first stalker comes out.

I like this ^_^
As it turns out, marines don't actually cost any money -Jinro
Sakagami
Profile Joined August 2011
United States56 Posts
July 09 2012 17:37 GMT
#878
On July 10 2012 02:35 Plansix wrote:
Show nested quote +
On July 10 2012 02:21 iky43210 wrote:
On July 10 2012 02:14 Sakagami wrote:
On July 10 2012 02:07 iky43210 wrote:
On July 10 2012 02:03 Sakagami wrote:
On July 10 2012 01:58 iky43210 wrote:
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


almost everything does more dps and is more cost-effective health wise than stalkers, doesn't prevent them from being very versatile and good in all matchups


I definitely wouldn't say that they are very versatile and good in all match ups. Considering in most match ups you try to get away with making as few stalkers as possible unless you're blink all inning.

If we had a a unit that was half decent and could hit air (not phoenix because they aren't really massable) i doubt anyone would use the stalker anymore.

pretty sure PvZ is still getting a huge ball of stalkers with a few colossus and sentries added in, and PvT people still invest a heavy portion of their supplies in them, not even counting in the timing where mass nothing but stalkers is still very viable as long as you have a few zealots or immortals for bust

Quite a ridiculous statement to make, people don't make stalkers to just hit air (well, they're still very good against air), stalkers is incredibly good in a protoss army as long as you can micro and have zealots/forcefields for tanking


1) Theres a reason why PvZ your base army is stalkers. Zealots can't hit air (brood lords) and they also get raped by fungals because they're melee. WE DON'T HAVE A CHOICE.

2) PvT you get stalkers to kill vikings and medivacs essentially while your entire base is zealots. Furthermore you bust with basically all stalkers because you HAVE to forcefield bunkers which make zealots near useless depending on the scv placement.

3) Yeah stalkers are good against air, which is why they get raped by mutalisks a unit that's supposed to be bad in direct engagements.


and yet Protoss as a race is still doing fairly well. stalkers must be a bad unit and should be buffed so protoss deathballs can become stronger than ever. There are even multiple timings where you make nothing but stalkers, you can't seriously think its a bad unit.

the whole "im worried cause new units seem to be stronger or equal than stalkers" is total crap consider almost everything is already better than stalkers when looking at the stats. Yet protoss lives on with having 70% of the army in stalker values (early to mid)

If stalkers are as bad as you suggested, then how are protoss early and mid game pushes so strong when their army is dominantly heavy in stalkers? or even late game? army synergy counts alot more than just the units themselves. A few zealots in a stalker ball or sentries in early game drastically improve their effectiveness and colossus/chargelot/templars for late

In PvT main reason you make stalkers is not only for air, but also actually being able to hit marauder and marines while your zealot is getting kited. Unless you plan to sit at base with sentries, you won't be able to push out any mid game pressure without stalkers. Most early midgame protoss push have a huge stalker force with 2-3 sentries and 3 zealots at the front.

p.s stalkers don't get raped by mutalisks.


Stalkers can get messed up my mutas, since they both do around the same damage to eachother, with a muta doing 9 damage and a stalker doing 10. Sakagami is not make the correct argument as to why they get messed up though. The reason is that the protoss use them to protect serveral parts of their base against mutas, which travel in a large ball. This means that the mutas rarely(if used well) fight equal numbers of stalkers. The mutas are almost always being directly controled as well, which means they will like get to focus down a stalker or two before the protoss player can get his units to focus fire. I don't think stalkers are bad, but using them against mutas is one of the harsher lessons you need to learn when playing protoss and leads to a lot of dumb losses.

I think a lot of protoss feel the way about stalkers as zerg players feel about zerglings. Both seem amazing if your not using them and very powerful when used correctly. However, when you are using them, all of their flaws quickly become apparent and you become acutely aware of all the horrible ways these units could die. Personally, that is how I judge if a use is close to balanced. If the person using it thinks it is a terrible unit they are forced to build, but his opponent thinks the unit is amazing to the point of being to good.


More like the initial hit does almost the same damage (9 vs 10). Then you factor in that the muta's attack bounces so it's doing way more than 9 dmg.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
July 09 2012 17:38 GMT
#879
On July 10 2012 02:30 Sakagami wrote:
Show nested quote +
On July 10 2012 02:21 iky43210 wrote:
On July 10 2012 02:14 Sakagami wrote:
On July 10 2012 02:07 iky43210 wrote:
On July 10 2012 02:03 Sakagami wrote:
On July 10 2012 01:58 iky43210 wrote:
On July 10 2012 01:55 Sakagami wrote:
Am i the only one that's significantly bothered by the fact that the battle hellion essentially has the same stats as the stalker. Also the fact that the war hound costs 25 more gas than the stalker and is essentially better in EVERY way except it can't hit air????


almost everything does more dps and is more cost-effective health wise than stalkers, doesn't prevent them from being very versatile and good in all matchups


I definitely wouldn't say that they are very versatile and good in all match ups. Considering in most match ups you try to get away with making as few stalkers as possible unless you're blink all inning.

If we had a a unit that was half decent and could hit air (not phoenix because they aren't really massable) i doubt anyone would use the stalker anymore.

pretty sure PvZ is still getting a huge ball of stalkers with a few colossus and sentries added in, and PvT people still invest a heavy portion of their supplies in them, not even counting in the timing where mass nothing but stalkers is still very viable as long as you have a few zealots or immortals for bust

Quite a ridiculous statement to make, people don't make stalkers to just hit air (well, they're still very good against air), stalkers is incredibly good in a protoss army as long as you can micro and have zealots/forcefields for tanking


1) Theres a reason why PvZ your base army is stalkers. Zealots can't hit air (brood lords) and they also get raped by fungals because they're melee. WE DON'T HAVE A CHOICE.

2) PvT you get stalkers to kill vikings and medivacs essentially while your entire base is zealots. Furthermore you bust with basically all stalkers because you HAVE to forcefield bunkers which make zealots near useless depending on the scv placement.

3) Yeah stalkers are good against air, which is why they get raped by mutalisks a unit that's supposed to be bad in direct engagements.


and yet Protoss as a race is still doing fairly well. stalkers must be a bad unit and should be buffed so protoss deathballs can become stronger than ever. There are even multiple timings where you make nothing but stalkers, you can't seriously think its a bad unit.

the whole "im worried cause new units seem to be stronger or equal than stalkers" is total crap consider almost everything is already better than stalkers when looking at the stats. Yet protoss lives on with having 70% of the army in stalker values (early to mid)

If stalkers are as bad as you suggested, then how are protoss early and mid game pushes so strong when their army is dominantly heavy in stalkers? or even late game? army synergy counts alot more than just the units themselves. A few zealots in a stalker ball or sentries in early game drastically improve their effectiveness and colossus/chargelot/templars for late

In PvT main reason you make stalkers is not only for air, but also actually being able to hit marauder and marines while your zealot is getting kited. Unless you plan to sit at base with sentries, you won't be able to push out any mid game pressure without stalkers. Most early midgame protoss push have a huge stalker force with 2-3 sentries and 3 zealots at the front.

p.s stalkers don't get raped by mutalisks.


LOL i'm not even sure if there is a point in me addressing every single useless point you made since i can essentially answer all of them with the same response.

It doesn't matter if it's a stalker or not, the unit is irrelevant the reason why protoss survives early-mid game is because of sentries and forcefields. Not because we have a million stalkers it's because the near bulk of our army is ranged and we can section it off so that our army is significantly stronger than the sectioned off army making fights very cost efficient. Again it's not the huge ball of stalkers doing the work trust me, any ranged unit will work in its place.


And that's exactly why Stalkers are as weak as they are. The Protoss have other things that combo well with the relatively weak Stalker, this increasing its effectiveness to reasonable levels. That's why buffing the Stalker is a bad idea; you'll just make the existing synergy that much stronger.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Shiori
Profile Blog Joined July 2011
3815 Posts
July 09 2012 17:38 GMT
#880
On July 10 2012 02:36 Jermstuddog wrote:
Show nested quote +
On July 10 2012 02:13 Probe1 wrote:
On June 20 2012 12:39 Dingobloo wrote:
Interesting tidbit from david kim's interview with RTSGuru:

RTS Guru: Where do you see the game changing the most? Late game, mid game...etc. It seems to me a lot more late game with all the new units having to tech up to get to.

David Kim: For example on the Zerg side, the only change we have on the early game is the Overlord creep. That ability got moved from Lair to Evolution Chamber.


Moving the overlords drop creep ability from the lair to the evo chamber seems interesting on paper, hopefully spine all-ins vs forge fast expands for example don't become a bit ridiculous.

I'll see your cannon rush and raise you overlord rush!


Wow... This is actually pretty huge... I can already theorycraft denying a natural nexus off a FFE until at least your first stalker comes out.

I like this ^_^

I hope you realize that if this were possible, it would be hideously imbalanced and would need to be patched out. It's not like Protoss gets a super early Nexus off an FFE.
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