• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:32
CET 11:32
KST 19:32
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
SC2 All-Star Invitational: Tournament Preview3RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2
Community News
BSL Season 2025 - Full Overview and Conclusion3Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)15Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 104
StarCraft 2
General
SC2 All-Star Invitational: Tournament Preview Stellar Fest "01" Jersey Charity Auction Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets When will we find out if there are more tournament SC2 Spotted on the EWC 2026 list?
Tourneys
SC2 All-Star Invitational: Jan 17-18 OSC Season 13 World Championship SC2 AI Tournament 2026 Sparkling Tuna Cup - Weekly Open Tournament $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
BSL Season 2025 - Full Overview and Conclusion [ASL21] Potential Map Candidates BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0 Azhi's Colosseum - Season 2 [Megathread] Daily Proleagues
Strategy
Soma's 9 hatch build from ASL Game 2 Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026! Nintendo Switch Thread Mechabellum
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1989 users

[Video] MVP´s Missles vs Nestea IEM - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 Next All
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
August 17 2012 11:38 GMT
#101
On August 17 2012 20:36 WaesumNinja wrote:
Show nested quote +
On August 17 2012 20:33 Zarahtra wrote:
On August 17 2012 20:25 WaesumNinja wrote:
On August 17 2012 20:11 Thylacine wrote:
On August 17 2012 00:11 Talin wrote:
On August 17 2012 00:06 Hypemeup wrote:
Nah man they are pretty good on Free5base maps vs clumped air units!

Funny the other huge Seeker missles vs clumped zerg air was also on that map.


Only being effective against clumped up groups of units tends to be the norm for all kinds of area of effect damage.


Yes, but unlike Fungal and Storm you can simply run away from a HSM or just move the unit that it is attracted to and only that unit will take damage. That's why its fucking shit compared to storm and fungal.

Oh, and the funny thing with fungal is that if you don't split perfectly before it lands you are guaranteed to die since you will remain clumped up. Balance, balance, balance...

Yes, but unlike terran, protoss and zerg are not as well equipped to eliminate the threat of casters. Templars have feedback, yes, but emp is a more efficient way to eliminate the energy of infestors (several infestors at once, most of the time) while still having longer range than said Fungal. HSM deals more damage than both of those spells combined, and dishes it out much faster. Is also delivered by a flying unit that seems to be getting a speed buff in the near future (potentially). "Just move" the unit that it's attracted to isn't as easy as you think when you got a lot of shit to deal with at the same time.

If you are going to be EMPing those infestors, your ghosts are getting shelled by broods(+ splash from tanks).


Not really if you keep your ghosts cloaked and keep overseers at bay.

And how do you exactly keep those overseers at bay? At 50 gas a pop, risking your whole viking fleet to snipe them is at best insanely risky.
WaesumNinja
Profile Joined February 2012
210 Posts
August 17 2012 11:39 GMT
#102
On August 17 2012 20:38 Zarahtra wrote:
Show nested quote +
On August 17 2012 20:36 WaesumNinja wrote:
On August 17 2012 20:33 Zarahtra wrote:
On August 17 2012 20:25 WaesumNinja wrote:
On August 17 2012 20:11 Thylacine wrote:
On August 17 2012 00:11 Talin wrote:
On August 17 2012 00:06 Hypemeup wrote:
Nah man they are pretty good on Free5base maps vs clumped air units!

Funny the other huge Seeker missles vs clumped zerg air was also on that map.


Only being effective against clumped up groups of units tends to be the norm for all kinds of area of effect damage.


Yes, but unlike Fungal and Storm you can simply run away from a HSM or just move the unit that it is attracted to and only that unit will take damage. That's why its fucking shit compared to storm and fungal.

Oh, and the funny thing with fungal is that if you don't split perfectly before it lands you are guaranteed to die since you will remain clumped up. Balance, balance, balance...

Yes, but unlike terran, protoss and zerg are not as well equipped to eliminate the threat of casters. Templars have feedback, yes, but emp is a more efficient way to eliminate the energy of infestors (several infestors at once, most of the time) while still having longer range than said Fungal. HSM deals more damage than both of those spells combined, and dishes it out much faster. Is also delivered by a flying unit that seems to be getting a speed buff in the near future (potentially). "Just move" the unit that it's attracted to isn't as easy as you think when you got a lot of shit to deal with at the same time.

If you are going to be EMPing those infestors, your ghosts are getting shelled by broods(+ splash from tanks).


Not really if you keep your ghosts cloaked and keep overseers at bay.

And how do you exactly keep those overseers at bay? At 50 gas a pop, risking your whole viking fleet to snipe them is at best insanely risky.


I don't think your mentality is helping you play the game here.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
August 17 2012 11:42 GMT
#103
On August 17 2012 20:39 WaesumNinja wrote:
Show nested quote +
On August 17 2012 20:38 Zarahtra wrote:
On August 17 2012 20:36 WaesumNinja wrote:
On August 17 2012 20:33 Zarahtra wrote:
On August 17 2012 20:25 WaesumNinja wrote:
On August 17 2012 20:11 Thylacine wrote:
On August 17 2012 00:11 Talin wrote:
On August 17 2012 00:06 Hypemeup wrote:
Nah man they are pretty good on Free5base maps vs clumped air units!

Funny the other huge Seeker missles vs clumped zerg air was also on that map.


Only being effective against clumped up groups of units tends to be the norm for all kinds of area of effect damage.


Yes, but unlike Fungal and Storm you can simply run away from a HSM or just move the unit that it is attracted to and only that unit will take damage. That's why its fucking shit compared to storm and fungal.

Oh, and the funny thing with fungal is that if you don't split perfectly before it lands you are guaranteed to die since you will remain clumped up. Balance, balance, balance...

Yes, but unlike terran, protoss and zerg are not as well equipped to eliminate the threat of casters. Templars have feedback, yes, but emp is a more efficient way to eliminate the energy of infestors (several infestors at once, most of the time) while still having longer range than said Fungal. HSM deals more damage than both of those spells combined, and dishes it out much faster. Is also delivered by a flying unit that seems to be getting a speed buff in the near future (potentially). "Just move" the unit that it's attracted to isn't as easy as you think when you got a lot of shit to deal with at the same time.

If you are going to be EMPing those infestors, your ghosts are getting shelled by broods(+ splash from tanks).


Not really if you keep your ghosts cloaked and keep overseers at bay.

And how do you exactly keep those overseers at bay? At 50 gas a pop, risking your whole viking fleet to snipe them is at best insanely risky.


I don't think your mentality is helping you play the game here.

It probably isn't, but your arguement is that you should basically:
Kill overseers to get ghosts in range of infestors to prevent fungal growths from landing on your vikings/ravens that are killing overseers. If you don't notice, it's an infinite circle.
Mr Showtime
Profile Joined April 2011
United States1353 Posts
August 17 2012 11:45 GMT
#104
I'm calling bullshit. Ravens are bad, they said. This must be staged.
WaesumNinja
Profile Joined February 2012
210 Posts
Last Edited: 2012-08-17 11:46:39
August 17 2012 11:45 GMT
#105
On August 17 2012 20:42 Zarahtra wrote:
Show nested quote +
On August 17 2012 20:39 WaesumNinja wrote:
On August 17 2012 20:38 Zarahtra wrote:
On August 17 2012 20:36 WaesumNinja wrote:
On August 17 2012 20:33 Zarahtra wrote:
On August 17 2012 20:25 WaesumNinja wrote:
On August 17 2012 20:11 Thylacine wrote:
On August 17 2012 00:11 Talin wrote:
On August 17 2012 00:06 Hypemeup wrote:
Nah man they are pretty good on Free5base maps vs clumped air units!

Funny the other huge Seeker missles vs clumped zerg air was also on that map.


Only being effective against clumped up groups of units tends to be the norm for all kinds of area of effect damage.


Yes, but unlike Fungal and Storm you can simply run away from a HSM or just move the unit that it is attracted to and only that unit will take damage. That's why its fucking shit compared to storm and fungal.

Oh, and the funny thing with fungal is that if you don't split perfectly before it lands you are guaranteed to die since you will remain clumped up. Balance, balance, balance...

Yes, but unlike terran, protoss and zerg are not as well equipped to eliminate the threat of casters. Templars have feedback, yes, but emp is a more efficient way to eliminate the energy of infestors (several infestors at once, most of the time) while still having longer range than said Fungal. HSM deals more damage than both of those spells combined, and dishes it out much faster. Is also delivered by a flying unit that seems to be getting a speed buff in the near future (potentially). "Just move" the unit that it's attracted to isn't as easy as you think when you got a lot of shit to deal with at the same time.

If you are going to be EMPing those infestors, your ghosts are getting shelled by broods(+ splash from tanks).


Not really if you keep your ghosts cloaked and keep overseers at bay.

And how do you exactly keep those overseers at bay? At 50 gas a pop, risking your whole viking fleet to snipe them is at best insanely risky.


I don't think your mentality is helping you play the game here.

It probably isn't, but your arguement is that you should basically:
Kill overseers to get ghosts in range of infestors to prevent fungal growths from landing on your vikings/ravens that are killing overseers. If you don't notice, it's an infinite circle.


Are you telling me you want something that cannot be responded to? You know, the other player is a player too and he also has to have options, so of course there will be "a circle" that will connect eventually. You're making it sound like nothing you can do will be able to do anything, which becomes a self-fulfilling prophecy.

edit: added quote since someone got in faster than me :c
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
August 17 2012 11:49 GMT
#106
On August 17 2012 20:45 WaesumNinja wrote:
Show nested quote +
On August 17 2012 20:42 Zarahtra wrote:
On August 17 2012 20:39 WaesumNinja wrote:
On August 17 2012 20:38 Zarahtra wrote:
On August 17 2012 20:36 WaesumNinja wrote:
On August 17 2012 20:33 Zarahtra wrote:
On August 17 2012 20:25 WaesumNinja wrote:
On August 17 2012 20:11 Thylacine wrote:
On August 17 2012 00:11 Talin wrote:
On August 17 2012 00:06 Hypemeup wrote:
Nah man they are pretty good on Free5base maps vs clumped air units!

Funny the other huge Seeker missles vs clumped zerg air was also on that map.


Only being effective against clumped up groups of units tends to be the norm for all kinds of area of effect damage.


Yes, but unlike Fungal and Storm you can simply run away from a HSM or just move the unit that it is attracted to and only that unit will take damage. That's why its fucking shit compared to storm and fungal.

Oh, and the funny thing with fungal is that if you don't split perfectly before it lands you are guaranteed to die since you will remain clumped up. Balance, balance, balance...

Yes, but unlike terran, protoss and zerg are not as well equipped to eliminate the threat of casters. Templars have feedback, yes, but emp is a more efficient way to eliminate the energy of infestors (several infestors at once, most of the time) while still having longer range than said Fungal. HSM deals more damage than both of those spells combined, and dishes it out much faster. Is also delivered by a flying unit that seems to be getting a speed buff in the near future (potentially). "Just move" the unit that it's attracted to isn't as easy as you think when you got a lot of shit to deal with at the same time.

If you are going to be EMPing those infestors, your ghosts are getting shelled by broods(+ splash from tanks).


Not really if you keep your ghosts cloaked and keep overseers at bay.

And how do you exactly keep those overseers at bay? At 50 gas a pop, risking your whole viking fleet to snipe them is at best insanely risky.


I don't think your mentality is helping you play the game here.

It probably isn't, but your arguement is that you should basically:
Kill overseers to get ghosts in range of infestors to prevent fungal growths from landing on your vikings/ravens that are killing overseers. If you don't notice, it's an infinite circle.


Are you telling me you want something that cannot be responded to? You know, the other player is a player too and he also has to have options, so of course there will be "a circle" that will connect eventually. You're making it sound like nothing you can do will be able to do anything, which becomes a self-fulfilling prophecy.

edit: added quote since someone got in faster than me :c

I'm saying, I don't particularly fancy risking the game on if the zerg player is watching the screen. A circle is all fine and dandy, such as ht vs ghost war, which is pretty similar. But the fact of the matter is, you don't instantly loose the game if one of your ghosts get feedback'd. You do, if the infestor catches the vikings just once.
WaesumNinja
Profile Joined February 2012
210 Posts
August 17 2012 11:51 GMT
#107
On August 17 2012 20:49 Zarahtra wrote:
Show nested quote +
On August 17 2012 20:45 WaesumNinja wrote:
On August 17 2012 20:42 Zarahtra wrote:
On August 17 2012 20:39 WaesumNinja wrote:
On August 17 2012 20:38 Zarahtra wrote:
On August 17 2012 20:36 WaesumNinja wrote:
On August 17 2012 20:33 Zarahtra wrote:
On August 17 2012 20:25 WaesumNinja wrote:
On August 17 2012 20:11 Thylacine wrote:
On August 17 2012 00:11 Talin wrote:
[quote]

Only being effective against clumped up groups of units tends to be the norm for all kinds of area of effect damage.


Yes, but unlike Fungal and Storm you can simply run away from a HSM or just move the unit that it is attracted to and only that unit will take damage. That's why its fucking shit compared to storm and fungal.

Oh, and the funny thing with fungal is that if you don't split perfectly before it lands you are guaranteed to die since you will remain clumped up. Balance, balance, balance...

Yes, but unlike terran, protoss and zerg are not as well equipped to eliminate the threat of casters. Templars have feedback, yes, but emp is a more efficient way to eliminate the energy of infestors (several infestors at once, most of the time) while still having longer range than said Fungal. HSM deals more damage than both of those spells combined, and dishes it out much faster. Is also delivered by a flying unit that seems to be getting a speed buff in the near future (potentially). "Just move" the unit that it's attracted to isn't as easy as you think when you got a lot of shit to deal with at the same time.

If you are going to be EMPing those infestors, your ghosts are getting shelled by broods(+ splash from tanks).


Not really if you keep your ghosts cloaked and keep overseers at bay.

And how do you exactly keep those overseers at bay? At 50 gas a pop, risking your whole viking fleet to snipe them is at best insanely risky.


I don't think your mentality is helping you play the game here.

It probably isn't, but your arguement is that you should basically:
Kill overseers to get ghosts in range of infestors to prevent fungal growths from landing on your vikings/ravens that are killing overseers. If you don't notice, it's an infinite circle.


Are you telling me you want something that cannot be responded to? You know, the other player is a player too and he also has to have options, so of course there will be "a circle" that will connect eventually. You're making it sound like nothing you can do will be able to do anything, which becomes a self-fulfilling prophecy.

edit: added quote since someone got in faster than me :c

I'm saying, I don't particularly fancy risking the game on if the zerg player is watching the screen. A circle is all fine and dandy, such as ht vs ghost war, which is pretty similar. But the fact of the matter is, you don't instantly loose the game if one of your ghosts get feedback'd. You do, if the infestor catches the vikings just once.


well, you would probably instantly lose if you lost all your broodlords to hsm as well. Why would you keep your vikings so close to each other so that they can die to "being fungaled once" when you are aware that there are infestors on the field?
BeeNu
Profile Joined June 2011
615 Posts
August 17 2012 12:27 GMT
#108
It's not really that hard to dodge fungal....one of my biggest peeves is when people say fungal can't be dodged, like wtf? You can't dodge a siege tank shot either but nobody is crying about it because the damage of a siege tank is instand and doesn't root for a bit. You dodge these things by actually taking precautions *BEFORE* you're hit, like, c'mon it really, really isn't that hard. I see progamers do it all the time although Fungal isn't flashy so casters tend to miss it but they often dodge fungals which end up hitting nothing.
Ouija
Profile Joined December 2011
United States129 Posts
Last Edited: 2012-08-17 12:42:45
August 17 2012 12:41 GMT
#109
Glad to see the use of mass ravens which I believe Empire.Kas also did vs. NesTea which helped him secure a win. Maybe everyone will say that they don't suck anymore, they are really good for multiple situations but just don't seem to be used.
Serelitz
Profile Joined April 2011
Netherlands2895 Posts
August 17 2012 12:53 GMT
#110
On August 17 2012 20:42 Zarahtra wrote:
Show nested quote +
On August 17 2012 20:39 WaesumNinja wrote:
On August 17 2012 20:38 Zarahtra wrote:
On August 17 2012 20:36 WaesumNinja wrote:
On August 17 2012 20:33 Zarahtra wrote:
On August 17 2012 20:25 WaesumNinja wrote:
On August 17 2012 20:11 Thylacine wrote:
On August 17 2012 00:11 Talin wrote:
On August 17 2012 00:06 Hypemeup wrote:
Nah man they are pretty good on Free5base maps vs clumped air units!

Funny the other huge Seeker missles vs clumped zerg air was also on that map.


Only being effective against clumped up groups of units tends to be the norm for all kinds of area of effect damage.


Yes, but unlike Fungal and Storm you can simply run away from a HSM or just move the unit that it is attracted to and only that unit will take damage. That's why its fucking shit compared to storm and fungal.

Oh, and the funny thing with fungal is that if you don't split perfectly before it lands you are guaranteed to die since you will remain clumped up. Balance, balance, balance...

Yes, but unlike terran, protoss and zerg are not as well equipped to eliminate the threat of casters. Templars have feedback, yes, but emp is a more efficient way to eliminate the energy of infestors (several infestors at once, most of the time) while still having longer range than said Fungal. HSM deals more damage than both of those spells combined, and dishes it out much faster. Is also delivered by a flying unit that seems to be getting a speed buff in the near future (potentially). "Just move" the unit that it's attracted to isn't as easy as you think when you got a lot of shit to deal with at the same time.

If you are going to be EMPing those infestors, your ghosts are getting shelled by broods(+ splash from tanks).


Not really if you keep your ghosts cloaked and keep overseers at bay.

And how do you exactly keep those overseers at bay? At 50 gas a pop, risking your whole viking fleet to snipe them is at best insanely risky.


I don't think your mentality is helping you play the game here.

It probably isn't, but your arguement is that you should basically:
Kill overseers to get ghosts in range of infestors to prevent fungal growths from landing on your vikings/ravens that are killing overseers. If you don't notice, it's an infinite circle.


Exactly, it can go on and on and on because in the end nobody will dodge HSM perfectly just like nobody will EMP HTs perfectly.
TsGBruzze
Profile Blog Joined April 2012
Sweden1190 Posts
August 17 2012 12:57 GMT
#111
nestea played so bad in the but still epic :D
''you got to yolo things up to win''
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
August 17 2012 13:18 GMT
#112
On August 17 2012 21:41 Ouija wrote:
Glad to see the use of mass ravens which I believe Empire.Kas also did vs. NesTea which helped him secure a win. Maybe everyone will say that they don't suck anymore, they are really good for multiple situations but just don't seem to be used.


I think it's because much like the ghost early on and even the Science Vessel in Starcraft nobody could really see the utility until somebody jumped in and showed the rest of the gamers that they could be used for good situations. People would build 1 during a 1/1/1 in TvP and maybe a load in late late game TvT but outside of that nobody ever bothered because for some reason amongst everybody people deemed the unit too useless to use.

The reason the raven isn't good solo is the same reason a ghost isn't good if you only have one of them. Alone they're weak but in numbers they have a lot of utility.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
WeKeepRocking
Profile Joined July 2012
Canada15 Posts
August 17 2012 13:30 GMT
#113
wow taht was freaking epic
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2012-08-17 13:32:34
August 17 2012 13:32 GMT
#114
On August 17 2012 22:18 Qikz wrote:
Show nested quote +
On August 17 2012 21:41 Ouija wrote:
Glad to see the use of mass ravens which I believe Empire.Kas also did vs. NesTea which helped him secure a win. Maybe everyone will say that they don't suck anymore, they are really good for multiple situations but just don't seem to be used.


I think it's because much like the ghost early on and even the Science Vessel in Starcraft nobody could really see the utility until somebody jumped in and showed the rest of the gamers that they could be used for good situations. People would build 1 during a 1/1/1 in TvP and maybe a load in late late game TvT but outside of that nobody ever bothered because for some reason amongst everybody people deemed the unit too useless to use.

The reason the raven isn't good solo is the same reason a ghost isn't good if you only have one of them. Alone they're weak but in numbers they have a lot of utility.



.... holy shit.


1) The Science Vessel does not take up a production slot that is necessary. Sci Vessels are in a completely separate building. Medivacs are necessary to survive; you don't have them your Marines fucking flat out die.

2) Sci Vessels also don't take a bajillion upgrades to become halfway decent. Ravens do.

3) Sci Vessels are fast as shit and can outrun Scourge if you have a head start. Ravens are slow as hell.

4) Fungal Growth is in this game; it isn't in BW.

5) Sci Vessels have irradiate, a long range multipurpose spell that practically rapes everything it touches from a Z's perspective. It is undodgable on a single unit; its damage can only be mitigated. It is what Terrans use for late game caster sniping.

6) Sci Vessels also have very useful spells in EMP and Defensive Matrix, both which are almost equally as good as Irradiate, although a little bit more situational. The Raven has Auto Turret and Seeker Missile, both which are mediocore at best, and heavily rely on your opponent not being good at the game, and PDD which is only useful vs one type of unit.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
August 17 2012 13:33 GMT
#115
That clip looked exactly like every single TvZ I have ever won... If the Zerg is completely retarded and doesn't split, I win the game. If they do something besides attack move, I lose...
Skwid1g
Profile Joined April 2011
United States953 Posts
Last Edited: 2012-08-17 13:37:48
August 17 2012 13:36 GMT
#116
On August 17 2012 17:26 Zarahtra wrote:
Ok this has been frustrating me quite a bit, people making the raven out to actually be a good unit, when it's infact a terrible unit. So why did Nestea loose?


But it's not. Which is why professional Terrans use it in the late-game almost every game when possible. It's a good unit, just like the carrier. Anyone who has used both of them in the super late-game versus Zerg will tell you that. The units themselves are fine, the problem is that getting either of them basically requires you to be playing on a map like this; they take SO much time to build up and get ready (energy/durable mats/hsm/etc. for Ravens, decent air upgrades+build time for carriers) that you just can't make them in 99.99% of games if you aren't on a map like Metro or WW, which is dumb.
NaDa/Fantasy/Zero/Soulkey pls
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2012-08-17 13:37:39
August 17 2012 13:37 GMT
#117
Well it is hard to split with brood lords, Even if some of those corruptors made it, he prolly would have been screwed.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
ragz_gt
Profile Blog Joined April 2012
9172 Posts
August 17 2012 13:47 GMT
#118
On August 17 2012 22:37 Antisocialmunky wrote:
Well it is hard to split with brood lords, Even if some of those corruptors made it, he prolly would have been screwed.


Actually if Nestea dodged properly the missile would chased them and not hit anything.

That said, it's hard to dodge stuff in big battle, same as fungal / storm (though those are instant)

The biggest advantage of HSM missile is that damage scales. With fungal / storm, it makes no different if you get hit by 1 or 10. With HSM, it's the difference between winning and losing (as Nestea showed). Mass raven is GREAT, anyone who got there would agree. The problem is you need at least 6+ of them for HSM to be effective, and it's not easy to get there.
I'm not an otaku, I'm a specialist.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2012-08-17 13:54:03
August 17 2012 13:53 GMT
#119
And if Nestea had casted them properly, he would have casted a missile or 2 on the corruptors to force them to mov and the other 4 on the Broodlords since most people issue a single massive move order to pull their air blobs back.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
August 17 2012 13:57 GMT
#120
On August 17 2012 22:32 superstartran wrote:
Show nested quote +
On August 17 2012 22:18 Qikz wrote:
On August 17 2012 21:41 Ouija wrote:
Glad to see the use of mass ravens which I believe Empire.Kas also did vs. NesTea which helped him secure a win. Maybe everyone will say that they don't suck anymore, they are really good for multiple situations but just don't seem to be used.


I think it's because much like the ghost early on and even the Science Vessel in Starcraft nobody could really see the utility until somebody jumped in and showed the rest of the gamers that they could be used for good situations. People would build 1 during a 1/1/1 in TvP and maybe a load in late late game TvT but outside of that nobody ever bothered because for some reason amongst everybody people deemed the unit too useless to use.

The reason the raven isn't good solo is the same reason a ghost isn't good if you only have one of them. Alone they're weak but in numbers they have a lot of utility.



.... holy shit.


1) The Science Vessel does not take up a production slot that is necessary. Sci Vessels are in a completely separate building. Medivacs are necessary to survive; you don't have them your Marines fucking flat out die.

2) Sci Vessels also don't take a bajillion upgrades to become halfway decent. Ravens do.

3) Sci Vessels are fast as shit and can outrun Scourge if you have a head start. Ravens are slow as hell.

4) Fungal Growth is in this game; it isn't in BW.

5) Sci Vessels have irradiate, a long range multipurpose spell that practically rapes everything it touches from a Z's perspective. It is undodgable on a single unit; its damage can only be mitigated. It is what Terrans use for late game caster sniping.

6) Sci Vessels also have very useful spells in EMP and Defensive Matrix, both which are almost equally as good as Irradiate, although a little bit more situational. The Raven has Auto Turret and Seeker Missile, both which are mediocore at best, and heavily rely on your opponent not being good at the game, and PDD which is only useful vs one type of unit.


I'm a Terran player and I know from experience that gas levels are high late game TvZ when you go for Marine/Tank/Medivac or MMM Tank. You can add more than one starport. You honestly don't need 50 medivacs with your army. It really isn't that necessary and you can build vikings and ravens at the same time.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Prev 1 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
All-Star Invitational
03:00
Day 1
Reynor vs MaruLIVE!
WardiTV2009
PiGStarcraft817
IndyStarCraft 354
BRAT_OK 296
3DClanTV 168
EnkiAlexander 70
IntoTheiNu 32
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft817
IndyStarCraft 354
mouzHeroMarine 313
BRAT_OK 296
MindelVK 39
StarCraft: Brood War
Sea 5025
Rain 2341
BeSt 392
Mong 148
Hyun 130
Rush 121
Killer 117
Leta 116
Dewaltoss 103
Last 101
[ Show more ]
ggaemo 95
Pusan 73
ZerO 73
Barracks 65
Shuttle 58
soO 48
ToSsGirL 46
910 43
Mind 41
Nal_rA 38
Bonyth 34
GoRush 27
JulyZerg 19
EffOrt 17
Free 11
Sexy 8
Bale 7
SilentControl 7
Dota 2
XcaliburYe311
NeuroSwarm118
League of Legends
C9.Mang0488
JimRising 480
Other Games
summit1g10454
singsing592
Sick247
Fuzer 159
Happy66
Livibee61
ZerO(Twitch)2
Organizations
Other Games
gamesdonequick2169
StarCraft: Brood War
UltimateBattle 31
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH135
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 13
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1530
• Stunt463
Upcoming Events
uThermal 2v2 Circuit
1h 28m
AI Arena Tournament
9h 28m
BSL 21
9h 28m
Mihu vs eOnzErG
Dewalt vs Sziky
Bonyth vs DuGu
XuanXuan vs eOnzErG
Dewalt vs eOnzErG
All-Star Invitational
15h 43m
MMA vs DongRaeGu
Rogue vs Oliveira
Sparkling Tuna Cup
23h 28m
OSC
1d 1h
BSL 21
1d 9h
Bonyth vs Sziky
Mihu vs QiaoGege
Sziky vs XuanXuan
eOnzErG vs QiaoGege
Mihu vs DuGu
Dewalt vs Bonyth
Replay Cast
1d 22h
Wardi Open
2 days
Monday Night Weeklies
2 days
[ Show More ]
The PondCast
3 days
Replay Cast
5 days
Big Brain Bouts
6 days
Serral vs TBD
Liquipedia Results

Completed

Escore Tournament S1: W4
Big Gabe Cup #3
NA Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
OSC Championship Season 13
SC2 All-Star Inv. 2025
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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