• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:08
CEST 21:08
KST 04:08
  • 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
[ASL20] Ro8 Preview Pt2: Holding On6Maestros of the Game: Live Finals Preview (RO4)5TL.net Map Contest #21 - Finalists4Team TLMC #5: Vote to Decide Ladder Maps!0[ASL20] Ro8 Preview Pt1: Mile High15
Community News
5.0.15 Balance Patch Notes (Live version)28$2,500 WardiTV TL Map Contest Tournament 150Stellar Fest: StarCraft II returns to Canada7Weekly Cups (Sept 22-28): MaxPax double, Zerg wins, PTR12BSL Season 217
StarCraft 2
General
5.0.15 Balance Patch Notes (Live version) SC2 5.0.15 PTR Patch Notes + Sept 22nd update Stellar Fest: StarCraft II returns to Canada Had to smile :) Weekly Cups (Sept 22-28): MaxPax double, Zerg wins, PTR
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $2,500 WardiTV TL Map Contest Tournament 15 Stellar Fest LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025 Maestros of The Game—$20k event w/ live finals in Paris
Strategy
Custom Maps
External Content
Mutation # 493 Quick Killers Mutation # 492 Get Out More Mutation # 491 Night Drive Mutation # 490 Masters of Midnight
Brood War
General
[NSFW] 18+ DISGUSTING Bad Manner DO NOT WATCH Flash On JaeDongs ASL Struggles & Perseverance Recent recommended BW games BGH Auto Balance -> http://bghmmr.eu/ Thoughts on rarely used units
Tourneys
[ASL20] Ro8 Day 4 3D!Community Brood War Super Cup №3 [ASL20] Ro8 Day 3 BSL Team Wars - Grand Finals - Sunday 21:00 CET
Strategy
Current Meta I am doing this better than progamers do. Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy)
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Path of Exile Liquipedia App: Now Covering SC2 and Brood War!
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List BarCraft in Tokyo Japan for ASL Season5 Final
Blogs
[AI] Sorry, Chill, My Bad :…
Peanutsc
Try to reverse getting fired …
Garnet
[ASL20] Players bad at pi…
pullarius1
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1943 users

Warp prism speed buff, test map. 5.28.2013 - Page 65

Forum Index > SC2 General
1346 CommentsPost a Reply
Prev 1 63 64 65 66 67 68 Next
robopork
Profile Blog Joined May 2009
United States511 Posts
June 03 2013 03:02 GMT
#1281
It's not drastic, so if it goes through I don't foresee big issues with things swinging in protoss' favor. But it neither addresses the fact that at some points protoss appears weak compositionally or what I would personally argue is the real reason protoss under-perform, which is the map pool.

Until there's a lengthy conversation about the fact that there are just not a lot of consistently defendable thirds in this map pool, it strikes me as irresponsible to throw around ideas for a balance patch (as a protoss player). That's in part because the map pool will improve, and the balance changes made with, for instance, whirlwind in mind would probably deserve being revisited when it goes out of the pool, but we already know that they most likely won't be. This mistake was made in the first year of WoL, I'd rather we didn't make it again.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-06-03 03:34:34
June 03 2013 03:25 GMT
#1282
On June 03 2013 11:55 Thieving Magpie wrote:
Show nested quote +
On June 03 2013 10:18 SsDrKosS wrote:
On June 03 2013 10:14 Thieving Magpie wrote:
On June 03 2013 10:04 Foxxan wrote:
On June 03 2013 07:11 Thieving Magpie wrote:
On June 03 2013 06:54 LegalLord wrote:
On June 03 2013 05:50 Thieving Magpie wrote:
On June 03 2013 05:43 LegalLord wrote:
On June 03 2013 05:15 Thieving Magpie wrote:
On June 03 2013 03:47 Sabu113 wrote:
[quote]

They'll never do this but do you think that would be enough to eventually allow them to get rid of planetary nexus (I hate PFs too for consistency)?


Why would removing either be a good thing?

Both creates points of defensive strength on the map and forces positional play. How is that bad other than they're hard to break?

They also make harass more difficult, supporting one-battle games.


They've done nothing of the sort.

Nexus cannon has allowed Protoss to survive early game rushes and has created a normalcy of getting to mid-tier play.

See, it might do this, but that actually sidesteps the real problem: P's T1 weakness.
The reason they don't survive is because their T1 is trash. NC has unpleasant side effects that should be removed, but it does serve as a defensive power P needs to supplement their weak T1. If their T1 were stronger, NC could be removed.


I completely disagree that somehow Protoss units are these terrible and useless things that don't work. I completely disagree with that notion.

Protoss were more than able to survive the early game in WoL and have many times shown the strength and flexibility of their race. The problem with Protoss T1 is not the units, it's that the upgrades needed are in "T2 and T3"

Ever had marines and marauders fight protoss compositions without stim/shields? Because it is a massacre. The problem with protoss in TvP is that their techlab costs 150/100 instead of 50/25. The units themselves are fine and zealot armies are damn near unstoppable at times during the lategame. The problem is that protoss don't have a way to trade tech for tech with speed/stim/Shields


I disagree, infact i disagree with alot of your posts

Terran doesnt fight without stim or whatnot because they get slaughtered by gateway units

No, gateway units are not strong, i continue

When terran have stim and whatnot with medivacs, now pure gateway units(except ht) stands no chance at all

Pure zealots with speed and upgrades in midgame-lategame is not hard for a terran to deal with alone,infact now in hots they would massacre if protoss went pure zealots with hellbat support. Even without hellbats they rape pure zealots





Marines + 200/200 in upgrades + 6-10 units that cost 100/100 each will beat pure gateway units. Because its more expensive than pure gateway units, because its more tech than pure gateway units.

Storm (200/200) + Zealots beats marine medivac

Why? Because add upgrades and high tier units and gateway units get good--just like bio units.


You forgot that high templars need additional building and 50/150 for each high templar...
And marines can split to dodge storm but zealots will evaporate before they will have chance to use their mighty swords... And by that time terrans wil have Ghosts and they are good counter for high templars


Medivacs need 2 buildings and cost 100/100 for each. What's your point?


Ok.
Medivac needs: Barrack (150/0) Factory (150/100) starport (150/100)
The unit costs 100/100
High Templar needs: Gateway (150/0), Cybernetic core (150/0), Twillight Council (150/100), Templar Archives (150/200), and Psionic storm (200/200)
The unit costs 50/150

This.
My point is that high templar requires very high tech whereas medivac and marines don't. Therefore, of course Zealots with high templars are strong but what should Protoss do beforehand? high templars with Psionic storms are almost mid-late game units. I think this is why protoss tends to make death balls...Just wait till the time comes!
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 03 2013 03:45 GMT
#1283
On June 03 2013 12:25 SsDrKosS wrote:
Show nested quote +
On June 03 2013 11:55 Thieving Magpie wrote:
On June 03 2013 10:18 SsDrKosS wrote:
On June 03 2013 10:14 Thieving Magpie wrote:
On June 03 2013 10:04 Foxxan wrote:
On June 03 2013 07:11 Thieving Magpie wrote:
On June 03 2013 06:54 LegalLord wrote:
On June 03 2013 05:50 Thieving Magpie wrote:
On June 03 2013 05:43 LegalLord wrote:
On June 03 2013 05:15 Thieving Magpie wrote:
[quote]

Why would removing either be a good thing?

Both creates points of defensive strength on the map and forces positional play. How is that bad other than they're hard to break?

They also make harass more difficult, supporting one-battle games.


They've done nothing of the sort.

Nexus cannon has allowed Protoss to survive early game rushes and has created a normalcy of getting to mid-tier play.

See, it might do this, but that actually sidesteps the real problem: P's T1 weakness.
The reason they don't survive is because their T1 is trash. NC has unpleasant side effects that should be removed, but it does serve as a defensive power P needs to supplement their weak T1. If their T1 were stronger, NC could be removed.


I completely disagree that somehow Protoss units are these terrible and useless things that don't work. I completely disagree with that notion.

Protoss were more than able to survive the early game in WoL and have many times shown the strength and flexibility of their race. The problem with Protoss T1 is not the units, it's that the upgrades needed are in "T2 and T3"

Ever had marines and marauders fight protoss compositions without stim/shields? Because it is a massacre. The problem with protoss in TvP is that their techlab costs 150/100 instead of 50/25. The units themselves are fine and zealot armies are damn near unstoppable at times during the lategame. The problem is that protoss don't have a way to trade tech for tech with speed/stim/Shields


I disagree, infact i disagree with alot of your posts

Terran doesnt fight without stim or whatnot because they get slaughtered by gateway units

No, gateway units are not strong, i continue

When terran have stim and whatnot with medivacs, now pure gateway units(except ht) stands no chance at all

Pure zealots with speed and upgrades in midgame-lategame is not hard for a terran to deal with alone,infact now in hots they would massacre if protoss went pure zealots with hellbat support. Even without hellbats they rape pure zealots





Marines + 200/200 in upgrades + 6-10 units that cost 100/100 each will beat pure gateway units. Because its more expensive than pure gateway units, because its more tech than pure gateway units.

Storm (200/200) + Zealots beats marine medivac

Why? Because add upgrades and high tier units and gateway units get good--just like bio units.


You forgot that high templars need additional building and 50/150 for each high templar...
And marines can split to dodge storm but zealots will evaporate before they will have chance to use their mighty swords... And by that time terrans wil have Ghosts and they are good counter for high templars


Medivacs need 2 buildings and cost 100/100 for each. What's your point?


Ok.
Medivac needs: Barrack (150/0) Factory (150/100) starport (150/100)
The unit costs 100/100
High Templar needs: Gateway (150/0), Cybernetic core (150/0), Twillight Council (150/100), Templar Archives (150/200), and Psionic storm (200/200)
The unit costs 50/150

This.
My point is that high templar requires very high tech whereas medivac and marines don't. Therefore, of course Zealots with high templars are strong but what should Protoss do beforehand? high templars with Psionic storms are almost mid-late game units. I think this is why protoss tends to make death balls...Just wait till the time comes!


Wait--you want to include storm but won't add in Stim/Shield/Conc + Tech Labs?

Fast Medivacs show up between 8-10 minutes unless you're one basing. Medivacs are midgame units.

Which actually is ignoring the initial exchange.

People compare Gateway + Cybernetics Core tech (Zealot/Sentry/Stalker) to Marine/Maruader/Medivac as if Marine/Marauder/Medivac is the same tech level as Gateway+Cybernetics Core.

When add 200/200 worth of upgrades, as well as Factory+Starport producing medivacs 2 at a time (200/200 every 40 seconds) as compare that level of tech with Zealot/Sentry/Stalker it completely ignores that fact that Terran has to use the majority of its tech (everything minus Fusion Core) to fight Gateway level protoss tech.

Its extremely dishonest.

Now, when you add High Templars, the tech is a bit higher and hence Gateway+Templar beats Barracks+Starport

Terran then gets ghosts

So Gateway+Templars is even vs Barracks/Starport/Academy

Now, you're getting upgrades

Gateway+Templars is even with Barracks/Starport/Academy/Armory

Seen side by side, both Terran AND Protoss have even strength armies and even levels of tech. Not a 1:1 ratio, but it's relatively even. But most people somehow pretend that a Terran getting Factory+Starport is "tier 1 tech" but a terran getting Factory+Starport+Fusion core is "tier 3" tech.

The truth is that Factory/Starport is tier 2/3 tech and yet its treated as tier 1 tech by non-terrans.

It's insulting.
Hark, what baseball through yonder window breaks?
FeyFey
Profile Joined September 2010
Germany10114 Posts
June 03 2013 04:10 GMT
#1284
Still unsure about this change idea. I normally use the prism anyway and get the upgrade as well as it is needed in the lategame.
Since I was a bit bored I already played around with it abit and the speed gave me the opportunity to end the game quiet often in an anticlimactic way of: "oops you got a forcefield on your main ramp and you'll never prevent my sentry prism from keeping that up." And I choose a map where the ramp isn't that easy to abuse by this (Zerus).
Which can happen now already. But like the speedvac can suddenly turn around drop at a total different location, so can the speed prism. HotS Protoss is quiet capable of busting the front with brute force if the opponent splits. And unlike the Medivac even an empty Prism can be a danger.
Just had 2 test subjects though that were slightly weaker then me. But since they knew what was coming they basically had an advantage.
On the other hand I enjoyed the Immortal speed prims immensely, especially against Zerg who had to put all their tech close to each other, which makes it perfectly snipeable in the lategame.

But I don't like removal of upgrades anyway, since rushing through the tech is bad for the flow of the game in my eyes.
I would prefer to see the robo bay getting cheaper, but increasing the price of the range for colossus. Would make the obs speed and prism speed more accessible. It would make it easier to fake Colossus though and of course to get one out without range.
It is rather sad though that people disregard upgrades that force you to do something so they pay for themself or upgrades that only up your defense.
Let it Raine
Profile Joined August 2010
Canada1245 Posts
June 03 2013 04:12 GMT
#1285
why am i being punished for zergs time of overpoweredness when i didnt even get to experience it
Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
AnomalySC2
Profile Joined August 2012
United States2073 Posts
Last Edited: 2013-06-03 04:19:33
June 03 2013 04:19 GMT
#1286
On June 03 2013 13:12 Let it Raine wrote:
why am i being punished for zergs time of overpoweredness when i didnt even get to experience it


Each race has had its OP era.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 03 2013 04:21 GMT
#1287
On June 03 2013 13:19 AnomalySC2 wrote:
Show nested quote +
On June 03 2013 13:12 Let it Raine wrote:
why am i being punished for zergs time of overpoweredness when i didnt even get to experience it


Each race has had its OP era.


In fairness, we still haven't had the year where most GSL's are won by Protoss.
Hark, what baseball through yonder window breaks?
SsDrKosS
Profile Joined March 2013
330 Posts
June 03 2013 04:21 GMT
#1288
On June 03 2013 12:45 Thieving Magpie wrote:
Show nested quote +
On June 03 2013 12:25 SsDrKosS wrote:
On June 03 2013 11:55 Thieving Magpie wrote:
On June 03 2013 10:18 SsDrKosS wrote:
On June 03 2013 10:14 Thieving Magpie wrote:
On June 03 2013 10:04 Foxxan wrote:
On June 03 2013 07:11 Thieving Magpie wrote:
On June 03 2013 06:54 LegalLord wrote:
On June 03 2013 05:50 Thieving Magpie wrote:
On June 03 2013 05:43 LegalLord wrote:
[quote]
They also make harass more difficult, supporting one-battle games.


They've done nothing of the sort.

Nexus cannon has allowed Protoss to survive early game rushes and has created a normalcy of getting to mid-tier play.

See, it might do this, but that actually sidesteps the real problem: P's T1 weakness.
The reason they don't survive is because their T1 is trash. NC has unpleasant side effects that should be removed, but it does serve as a defensive power P needs to supplement their weak T1. If their T1 were stronger, NC could be removed.


I completely disagree that somehow Protoss units are these terrible and useless things that don't work. I completely disagree with that notion.

Protoss were more than able to survive the early game in WoL and have many times shown the strength and flexibility of their race. The problem with Protoss T1 is not the units, it's that the upgrades needed are in "T2 and T3"

Ever had marines and marauders fight protoss compositions without stim/shields? Because it is a massacre. The problem with protoss in TvP is that their techlab costs 150/100 instead of 50/25. The units themselves are fine and zealot armies are damn near unstoppable at times during the lategame. The problem is that protoss don't have a way to trade tech for tech with speed/stim/Shields


I disagree, infact i disagree with alot of your posts

Terran doesnt fight without stim or whatnot because they get slaughtered by gateway units

No, gateway units are not strong, i continue

When terran have stim and whatnot with medivacs, now pure gateway units(except ht) stands no chance at all

Pure zealots with speed and upgrades in midgame-lategame is not hard for a terran to deal with alone,infact now in hots they would massacre if protoss went pure zealots with hellbat support. Even without hellbats they rape pure zealots





Marines + 200/200 in upgrades + 6-10 units that cost 100/100 each will beat pure gateway units. Because its more expensive than pure gateway units, because its more tech than pure gateway units.

Storm (200/200) + Zealots beats marine medivac

Why? Because add upgrades and high tier units and gateway units get good--just like bio units.


You forgot that high templars need additional building and 50/150 for each high templar...
And marines can split to dodge storm but zealots will evaporate before they will have chance to use their mighty swords... And by that time terrans wil have Ghosts and they are good counter for high templars


Medivacs need 2 buildings and cost 100/100 for each. What's your point?


Ok.
Medivac needs: Barrack (150/0) Factory (150/100) starport (150/100)
The unit costs 100/100
High Templar needs: Gateway (150/0), Cybernetic core (150/0), Twillight Council (150/100), Templar Archives (150/200), and Psionic storm (200/200)
The unit costs 50/150

This.
My point is that high templar requires very high tech whereas medivac and marines don't. Therefore, of course Zealots with high templars are strong but what should Protoss do beforehand? high templars with Psionic storms are almost mid-late game units. I think this is why protoss tends to make death balls...Just wait till the time comes!


Wait--you want to include storm but won't add in Stim/Shield/Conc + Tech Labs?

Fast Medivacs show up between 8-10 minutes unless you're one basing. Medivacs are midgame units.

Which actually is ignoring the initial exchange.

People compare Gateway + Cybernetics Core tech (Zealot/Sentry/Stalker) to Marine/Maruader/Medivac as if Marine/Marauder/Medivac is the same tech level as Gateway+Cybernetics Core.

When add 200/200 worth of upgrades, as well as Factory+Starport producing medivacs 2 at a time (200/200 every 40 seconds) as compare that level of tech with Zealot/Sentry/Stalker it completely ignores that fact that Terran has to use the majority of its tech (everything minus Fusion Core) to fight Gateway level protoss tech.

Its extremely dishonest.

Now, when you add High Templars, the tech is a bit higher and hence Gateway+Templar beats Barracks+Starport

Terran then gets ghosts

So Gateway+Templars is even vs Barracks/Starport/Academy

Now, you're getting upgrades

Gateway+Templars is even with Barracks/Starport/Academy/Armory

Seen side by side, both Terran AND Protoss have even strength armies and even levels of tech. Not a 1:1 ratio, but it's relatively even. But most people somehow pretend that a Terran getting Factory+Starport is "tier 1 tech" but a terran getting Factory+Starport+Fusion core is "tier 3" tech.

The truth is that Factory/Starport is tier 2/3 tech and yet its treated as tier 1 tech by non-terrans.

It's insulting.


My bad,,, Forget to includes upgrades for terran. And by the way I didn't mean to insult anyone. I was just trying to figuring out what would be a balance match in mid-games with vs MMM.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 03 2013 04:31 GMT
#1289
On June 03 2013 13:21 SsDrKosS wrote:
Show nested quote +
On June 03 2013 12:45 Thieving Magpie wrote:
On June 03 2013 12:25 SsDrKosS wrote:
On June 03 2013 11:55 Thieving Magpie wrote:
On June 03 2013 10:18 SsDrKosS wrote:
On June 03 2013 10:14 Thieving Magpie wrote:
On June 03 2013 10:04 Foxxan wrote:
On June 03 2013 07:11 Thieving Magpie wrote:
On June 03 2013 06:54 LegalLord wrote:
On June 03 2013 05:50 Thieving Magpie wrote:
[quote]

They've done nothing of the sort.

Nexus cannon has allowed Protoss to survive early game rushes and has created a normalcy of getting to mid-tier play.

See, it might do this, but that actually sidesteps the real problem: P's T1 weakness.
The reason they don't survive is because their T1 is trash. NC has unpleasant side effects that should be removed, but it does serve as a defensive power P needs to supplement their weak T1. If their T1 were stronger, NC could be removed.


I completely disagree that somehow Protoss units are these terrible and useless things that don't work. I completely disagree with that notion.

Protoss were more than able to survive the early game in WoL and have many times shown the strength and flexibility of their race. The problem with Protoss T1 is not the units, it's that the upgrades needed are in "T2 and T3"

Ever had marines and marauders fight protoss compositions without stim/shields? Because it is a massacre. The problem with protoss in TvP is that their techlab costs 150/100 instead of 50/25. The units themselves are fine and zealot armies are damn near unstoppable at times during the lategame. The problem is that protoss don't have a way to trade tech for tech with speed/stim/Shields


I disagree, infact i disagree with alot of your posts

Terran doesnt fight without stim or whatnot because they get slaughtered by gateway units

No, gateway units are not strong, i continue

When terran have stim and whatnot with medivacs, now pure gateway units(except ht) stands no chance at all

Pure zealots with speed and upgrades in midgame-lategame is not hard for a terran to deal with alone,infact now in hots they would massacre if protoss went pure zealots with hellbat support. Even without hellbats they rape pure zealots





Marines + 200/200 in upgrades + 6-10 units that cost 100/100 each will beat pure gateway units. Because its more expensive than pure gateway units, because its more tech than pure gateway units.

Storm (200/200) + Zealots beats marine medivac

Why? Because add upgrades and high tier units and gateway units get good--just like bio units.


You forgot that high templars need additional building and 50/150 for each high templar...
And marines can split to dodge storm but zealots will evaporate before they will have chance to use their mighty swords... And by that time terrans wil have Ghosts and they are good counter for high templars


Medivacs need 2 buildings and cost 100/100 for each. What's your point?


Ok.
Medivac needs: Barrack (150/0) Factory (150/100) starport (150/100)
The unit costs 100/100
High Templar needs: Gateway (150/0), Cybernetic core (150/0), Twillight Council (150/100), Templar Archives (150/200), and Psionic storm (200/200)
The unit costs 50/150

This.
My point is that high templar requires very high tech whereas medivac and marines don't. Therefore, of course Zealots with high templars are strong but what should Protoss do beforehand? high templars with Psionic storms are almost mid-late game units. I think this is why protoss tends to make death balls...Just wait till the time comes!


Wait--you want to include storm but won't add in Stim/Shield/Conc + Tech Labs?

Fast Medivacs show up between 8-10 minutes unless you're one basing. Medivacs are midgame units.

Which actually is ignoring the initial exchange.

People compare Gateway + Cybernetics Core tech (Zealot/Sentry/Stalker) to Marine/Maruader/Medivac as if Marine/Marauder/Medivac is the same tech level as Gateway+Cybernetics Core.

When add 200/200 worth of upgrades, as well as Factory+Starport producing medivacs 2 at a time (200/200 every 40 seconds) as compare that level of tech with Zealot/Sentry/Stalker it completely ignores that fact that Terran has to use the majority of its tech (everything minus Fusion Core) to fight Gateway level protoss tech.

Its extremely dishonest.

Now, when you add High Templars, the tech is a bit higher and hence Gateway+Templar beats Barracks+Starport

Terran then gets ghosts

So Gateway+Templars is even vs Barracks/Starport/Academy

Now, you're getting upgrades

Gateway+Templars is even with Barracks/Starport/Academy/Armory

Seen side by side, both Terran AND Protoss have even strength armies and even levels of tech. Not a 1:1 ratio, but it's relatively even. But most people somehow pretend that a Terran getting Factory+Starport is "tier 1 tech" but a terran getting Factory+Starport+Fusion core is "tier 3" tech.

The truth is that Factory/Starport is tier 2/3 tech and yet its treated as tier 1 tech by non-terrans.

It's insulting.


My bad,,, Forget to includes upgrades for terran. And by the way I didn't mean to insult anyone. I was just trying to figuring out what would be a balance match in mid-games with vs MMM.


Sorry, I wasn't "exactly" venting at you but at TL in general.

There's a lot of thrown around phrases like "Gateway units too weak" or "Terran pure tier 1, Marine/Maruader/Medivac"

Here's what I've been mostly observing.

Ling Speed and Stim neuter Protoss' units early on. Poking with the first 1-3 stalkers is really strong as they can kite marines/lings for days. Add 1-2 Zealots in the mix and suddenly even marauders can't touch you.

But then the 4-6 minute mark hits and suddenly Protoss units gets gimped by ling speed/stim/shields/etc... and to make it worse, it's not until you get "tier 3" tech of Storm/Thermal Lance that you can finally match up.

With good enough mechanics blink greatly closes the gap between gateway units and stim/metabolic boost--but one misclick/positional mistake and you lose 12-24 stalkers in the blink of an eye.

The rhythm isn't fair. It takes about 2-3 minutes for a protoss player to get his stalkers out and he only has the "tier 1 advantage" for about 1-3 minutes before stim/metabolic boost finishes. That's a terrible. Since it will take protoss until about 8-10 minutes before they get their upgrades in which case protoss feels like they're units are useless for about 5-10 minutes while only feeling awesome with them for 2-3.

Entertainment wise, that is a terrible ratio.
Hark, what baseball through yonder window breaks?
SsDrKosS
Profile Joined March 2013
330 Posts
Last Edited: 2013-06-03 05:13:20
June 03 2013 05:10 GMT
#1290
On June 03 2013 13:31 Thieving Magpie wrote:
Show nested quote +
On June 03 2013 13:21 SsDrKosS wrote:
On June 03 2013 12:45 Thieving Magpie wrote:
On June 03 2013 12:25 SsDrKosS wrote:
On June 03 2013 11:55 Thieving Magpie wrote:
On June 03 2013 10:18 SsDrKosS wrote:
On June 03 2013 10:14 Thieving Magpie wrote:
On June 03 2013 10:04 Foxxan wrote:
On June 03 2013 07:11 Thieving Magpie wrote:
On June 03 2013 06:54 LegalLord wrote:
[quote]
See, it might do this, but that actually sidesteps the real problem: P's T1 weakness.
The reason they don't survive is because their T1 is trash. NC has unpleasant side effects that should be removed, but it does serve as a defensive power P needs to supplement their weak T1. If their T1 were stronger, NC could be removed.


I completely disagree that somehow Protoss units are these terrible and useless things that don't work. I completely disagree with that notion.

Protoss were more than able to survive the early game in WoL and have many times shown the strength and flexibility of their race. The problem with Protoss T1 is not the units, it's that the upgrades needed are in "T2 and T3"

Ever had marines and marauders fight protoss compositions without stim/shields? Because it is a massacre. The problem with protoss in TvP is that their techlab costs 150/100 instead of 50/25. The units themselves are fine and zealot armies are damn near unstoppable at times during the lategame. The problem is that protoss don't have a way to trade tech for tech with speed/stim/Shields


I disagree, infact i disagree with alot of your posts

Terran doesnt fight without stim or whatnot because they get slaughtered by gateway units

No, gateway units are not strong, i continue

When terran have stim and whatnot with medivacs, now pure gateway units(except ht) stands no chance at all

Pure zealots with speed and upgrades in midgame-lategame is not hard for a terran to deal with alone,infact now in hots they would massacre if protoss went pure zealots with hellbat support. Even without hellbats they rape pure zealots





Marines + 200/200 in upgrades + 6-10 units that cost 100/100 each will beat pure gateway units. Because its more expensive than pure gateway units, because its more tech than pure gateway units.

Storm (200/200) + Zealots beats marine medivac

Why? Because add upgrades and high tier units and gateway units get good--just like bio units.


You forgot that high templars need additional building and 50/150 for each high templar...
And marines can split to dodge storm but zealots will evaporate before they will have chance to use their mighty swords... And by that time terrans wil have Ghosts and they are good counter for high templars


Medivacs need 2 buildings and cost 100/100 for each. What's your point?


Ok.
Medivac needs: Barrack (150/0) Factory (150/100) starport (150/100)
The unit costs 100/100
High Templar needs: Gateway (150/0), Cybernetic core (150/0), Twillight Council (150/100), Templar Archives (150/200), and Psionic storm (200/200)
The unit costs 50/150

This.
My point is that high templar requires very high tech whereas medivac and marines don't. Therefore, of course Zealots with high templars are strong but what should Protoss do beforehand? high templars with Psionic storms are almost mid-late game units. I think this is why protoss tends to make death balls...Just wait till the time comes!


Wait--you want to include storm but won't add in Stim/Shield/Conc + Tech Labs?

Fast Medivacs show up between 8-10 minutes unless you're one basing. Medivacs are midgame units.

Which actually is ignoring the initial exchange.

People compare Gateway + Cybernetics Core tech (Zealot/Sentry/Stalker) to Marine/Maruader/Medivac as if Marine/Marauder/Medivac is the same tech level as Gateway+Cybernetics Core.

When add 200/200 worth of upgrades, as well as Factory+Starport producing medivacs 2 at a time (200/200 every 40 seconds) as compare that level of tech with Zealot/Sentry/Stalker it completely ignores that fact that Terran has to use the majority of its tech (everything minus Fusion Core) to fight Gateway level protoss tech.

Its extremely dishonest.

Now, when you add High Templars, the tech is a bit higher and hence Gateway+Templar beats Barracks+Starport

Terran then gets ghosts

So Gateway+Templars is even vs Barracks/Starport/Academy

Now, you're getting upgrades

Gateway+Templars is even with Barracks/Starport/Academy/Armory

Seen side by side, both Terran AND Protoss have even strength armies and even levels of tech. Not a 1:1 ratio, but it's relatively even. But most people somehow pretend that a Terran getting Factory+Starport is "tier 1 tech" but a terran getting Factory+Starport+Fusion core is "tier 3" tech.

The truth is that Factory/Starport is tier 2/3 tech and yet its treated as tier 1 tech by non-terrans.

It's insulting.


My bad,,, Forget to includes upgrades for terran. And by the way I didn't mean to insult anyone. I was just trying to figuring out what would be a balance match in mid-games with vs MMM.


Sorry, I wasn't "exactly" venting at you but at TL in general.

There's a lot of thrown around phrases like "Gateway units too weak" or "Terran pure tier 1, Marine/Maruader/Medivac"

Here's what I've been mostly observing.

Ling Speed and Stim neuter Protoss' units early on. Poking with the first 1-3 stalkers is really strong as they can kite marines/lings for days. Add 1-2 Zealots in the mix and suddenly even marauders can't touch you.

But then the 4-6 minute mark hits and suddenly Protoss units gets gimped by ling speed/stim/shields/etc... and to make it worse, it's not until you get "tier 3" tech of Storm/Thermal Lance that you can finally match up.

With good enough mechanics blink greatly closes the gap between gateway units and stim/metabolic boost--but one misclick/positional mistake and you lose 12-24 stalkers in the blink of an eye.

The rhythm isn't fair. It takes about 2-3 minutes for a protoss player to get his stalkers out and he only has the "tier 1 advantage" for about 1-3 minutes before stim/metabolic boost finishes. That's a terrible. Since it will take protoss until about 8-10 minutes before they get their upgrades in which case protoss feels like they're units are useless for about 5-10 minutes while only feeling awesome with them for 2-3.

Entertainment wise, that is a terrible ratio.

+1 Thanks That's actually what I wanted to say. There are 'gaps' in protoss game play when they are forced to turtle and wait... Warp prism doesn't help at this point simply because we cant make it yet!
faderedguy
Profile Joined June 2013
Indonesia58 Posts
June 03 2013 07:11 GMT
#1291
I say having warp prism start with the upgrade maybe a bit much.
What I suggest is making the upgrade cost 50 mins 50 gas in cyber core, available after u build a robo.
If this doesn' t change the dynamics, then implement the speed prism change.
work hard to achieve victory, don't whine your way into it
Sissors
Profile Joined March 2012
1395 Posts
Last Edited: 2013-06-03 07:57:22
June 03 2013 07:56 GMT
#1292
On June 03 2013 13:12 Let it Raine wrote:
why am i being punished for zergs time of overpoweredness when i didnt even get to experience it

How are you being punished? Above silver league zerg is still the most played race on the ladder, which is a reasonable indication that zergs haven't got that much issues. Aditionally zerg won Code S and half of global WCS finalists are zerg.

I also experience now myself that my fun with MM+hellbat pushes against zerg is over and that I have to get a new strat: Initially the reaction against hellbats was whining that terran is OP and wishing you would get a disease, but right now zergs are figuring out that there is a third option: just mass roaches, possibly with a whole bunch of speedlings.
Big J
Profile Joined March 2011
Austria16289 Posts
June 03 2013 08:42 GMT
#1293
On June 03 2013 16:56 Sissors wrote:
Show nested quote +
On June 03 2013 13:12 Let it Raine wrote:
why am i being punished for zergs time of overpoweredness when i didnt even get to experience it

How are you being punished? Above silver league zerg is still the most played race on the ladder, which is a reasonable indication that zergs haven't got that much issues. Aditionally zerg won Code S and half of global WCS finalists are zerg.

I also experience now myself that my fun with MM+hellbat pushes against zerg is over and that I have to get a new strat: Initially the reaction against hellbats was whining that terran is OP and wishing you would get a disease, but right now zergs are figuring out that there is a third option: just mass roaches, possibly with a whole bunch of speedlings.


not true, in grandmaster and gold Protoss overtook zerg.
But yeah, zerg doesn't have a lot of issues. Game is pretty much balanced.

Mass roaches/roachhydra is shit against a bio/biomech Terran. Just scout it, ball up, amove.
Sissors
Profile Joined March 2012
1395 Posts
June 03 2013 09:14 GMT
#1294
On June 03 2013 17:42 Big J wrote:
Show nested quote +
On June 03 2013 16:56 Sissors wrote:
On June 03 2013 13:12 Let it Raine wrote:
why am i being punished for zergs time of overpoweredness when i didnt even get to experience it

How are you being punished? Above silver league zerg is still the most played race on the ladder, which is a reasonable indication that zergs haven't got that much issues. Aditionally zerg won Code S and half of global WCS finalists are zerg.

I also experience now myself that my fun with MM+hellbat pushes against zerg is over and that I have to get a new strat: Initially the reaction against hellbats was whining that terran is OP and wishing you would get a disease, but right now zergs are figuring out that there is a third option: just mass roaches, possibly with a whole bunch of speedlings.


not true, in grandmaster and gold Protoss overtook zerg.
But yeah, zerg doesn't have a lot of issues. Game is pretty much balanced.

Mass roaches/roachhydra is shit against a bio/biomech Terran. Just scout it, ball up, amove.

Yeah I noticed that, which is why I didn't say that in every league above silver zerg is most played, just the total

But indeed, with the 3 WCS's have a toss, zerg and a terran winner it shows that while balance doesn't need to be perfect, it is in a fairly good state. Some individual units should probably still be adapted for the overall fun factor, but it should be done without really nerfing/boosting a race overall.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-06-03 23:39:15
June 03 2013 23:37 GMT
#1295
On June 03 2013 10:14 Thieving Magpie wrote:
Show nested quote +
On June 03 2013 10:04 Foxxan wrote:
On June 03 2013 07:11 Thieving Magpie wrote:
On June 03 2013 06:54 LegalLord wrote:
On June 03 2013 05:50 Thieving Magpie wrote:
On June 03 2013 05:43 LegalLord wrote:
On June 03 2013 05:15 Thieving Magpie wrote:
On June 03 2013 03:47 Sabu113 wrote:
On June 02 2013 19:02 MoonCricket wrote:
I'm not certain whether or not the Warp Prism buff addresses the metagame balance/imbalance or not, but I have to admit the Warp Prism buff is a lot of fun in PvT where Protoss can build the Warp Prism first, use it as a scout and then keep it in close proximity to the Terran's main base in order to threaten a Warp In. Protoss gets to build less Oberserves and spend less energy on Hallucinations, which translated to more Immortals and Force Fields respectively. The Terran player would typically buid 1 Viking to deal with it as soon as possible, which was one less Medivac to contend with. I also found microing a Warp Prism and Colossus to be a lot easier and think it'll encourage Protoss to use the unit as a drop ship more than as a remote Pylon in the future.

I don't necessarily agree with the over emphasis on drops with the Medivac speed buff and now the Warp Prism speed buff, but regardless of whether or not you remove the Medivac speed buff or add the Warp Prism speed buff bringing the drops into parity in PvT improves the match up.


They'll never do this but do you think that would be enough to eventually allow them to get rid of planetary nexus (I hate PFs too for consistency)?


Why would removing either be a good thing?

Both creates points of defensive strength on the map and forces positional play. How is that bad other than they're hard to break?

They also make harass more difficult, supporting one-battle games.


They've done nothing of the sort.

Nexus cannon has allowed Protoss to survive early game rushes and has created a normalcy of getting to mid-tier play.

See, it might do this, but that actually sidesteps the real problem: P's T1 weakness.
The reason they don't survive is because their T1 is trash. NC has unpleasant side effects that should be removed, but it does serve as a defensive power P needs to supplement their weak T1. If their T1 were stronger, NC could be removed.


I completely disagree that somehow Protoss units are these terrible and useless things that don't work. I completely disagree with that notion.

Protoss were more than able to survive the early game in WoL and have many times shown the strength and flexibility of their race. The problem with Protoss T1 is not the units, it's that the upgrades needed are in "T2 and T3"

Ever had marines and marauders fight protoss compositions without stim/shields? Because it is a massacre. The problem with protoss in TvP is that their techlab costs 150/100 instead of 50/25. The units themselves are fine and zealot armies are damn near unstoppable at times during the lategame. The problem is that protoss don't have a way to trade tech for tech with speed/stim/Shields


I disagree, infact i disagree with alot of your posts

Terran doesnt fight without stim or whatnot because they get slaughtered by gateway units

No, gateway units are not strong, i continue

When terran have stim and whatnot with medivacs, now pure gateway units(except ht) stands no chance at all

Pure zealots with speed and upgrades in midgame-lategame is not hard for a terran to deal with alone,infact now in hots they would massacre if protoss went pure zealots with hellbat support. Even without hellbats they rape pure zealots





Marines + 200/200 in upgrades + 6-10 units that cost 100/100 each will beat pure gateway units. Because its more expensive than pure gateway units, because its more tech than pure gateway units.

Storm (200/200) + Zealots beats marine medivac

Why? Because add upgrades and high tier units and gateway units get good--just like bio units.


I dont understand your logic

Pure marines alone eat zealots to breakfast, no gas invested at all
equal minerals, marauders own stalkers. Whats left? Ghost vs templar=lets say its equal

The sentire comes in hand, but the more time in game, the less useful it is

Marauders+marines eat zealots/stalkers with slow. Without slow, iam pretty sure they still win but i can be at fault here

But your logic says gateway units are not weak when in fact they are very weak. Equal cost, they melt to bio force
You add hightemplars, terran adds ghosts


And Slowzealots+storm vs bio with ghost and some medivacs MELT HARD, please explain, even with speed if ghost and hts get even they still get owned


S:klogW
Profile Joined April 2012
Austria657 Posts
June 03 2013 23:49 GMT
#1296
On May 29 2013 02:38 ACrow wrote:
Show nested quote +
On May 29 2013 02:35 Plansix wrote:
On May 29 2013 02:33 ReMiiX wrote:
I want medivacs to have speed boost all the time.

Seriously though, with the old buff on warp prism health this would be way way way to difficult to beat. Maybe if they dropped shield or health I could see the speed increase being fair.


If protoss can figure out how to stop the speed vacs, I am sure terran can figure out how to stop a speed prism. Its not like it is going to warp in two hellbats.

Imagine if the prism could heal the hellbats. That would be bat-shit crazyyyyy.

hahaha lol
E = 1.89 eV = 3.03 x 10^(-19) J
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
June 03 2013 23:54 GMT
#1297
On June 03 2013 13:19 AnomalySC2 wrote:
Show nested quote +
On June 03 2013 13:12 Let it Raine wrote:
why am i being punished for zergs time of overpoweredness when i didnt even get to experience it


Each race has had its OP era.


Not for protoss unfortunately - unless you count 2 months as an era lol.

Anyways, I'm just wondering, how many people really play these test maps? Or is this all just for show that Blizzard cares about community feedback?
ZenithM
Profile Joined February 2011
France15952 Posts
June 03 2013 23:57 GMT
#1298
On June 03 2013 13:12 Let it Raine wrote:
why am i being punished for zergs time of overpoweredness when i didnt even get to experience it

Just play WoL.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 03 2013 23:58 GMT
#1299
On June 04 2013 08:37 Foxxan wrote:
Show nested quote +
On June 03 2013 10:14 Thieving Magpie wrote:
On June 03 2013 10:04 Foxxan wrote:
On June 03 2013 07:11 Thieving Magpie wrote:
On June 03 2013 06:54 LegalLord wrote:
On June 03 2013 05:50 Thieving Magpie wrote:
On June 03 2013 05:43 LegalLord wrote:
On June 03 2013 05:15 Thieving Magpie wrote:
On June 03 2013 03:47 Sabu113 wrote:
On June 02 2013 19:02 MoonCricket wrote:
I'm not certain whether or not the Warp Prism buff addresses the metagame balance/imbalance or not, but I have to admit the Warp Prism buff is a lot of fun in PvT where Protoss can build the Warp Prism first, use it as a scout and then keep it in close proximity to the Terran's main base in order to threaten a Warp In. Protoss gets to build less Oberserves and spend less energy on Hallucinations, which translated to more Immortals and Force Fields respectively. The Terran player would typically buid 1 Viking to deal with it as soon as possible, which was one less Medivac to contend with. I also found microing a Warp Prism and Colossus to be a lot easier and think it'll encourage Protoss to use the unit as a drop ship more than as a remote Pylon in the future.

I don't necessarily agree with the over emphasis on drops with the Medivac speed buff and now the Warp Prism speed buff, but regardless of whether or not you remove the Medivac speed buff or add the Warp Prism speed buff bringing the drops into parity in PvT improves the match up.


They'll never do this but do you think that would be enough to eventually allow them to get rid of planetary nexus (I hate PFs too for consistency)?


Why would removing either be a good thing?

Both creates points of defensive strength on the map and forces positional play. How is that bad other than they're hard to break?

They also make harass more difficult, supporting one-battle games.


They've done nothing of the sort.

Nexus cannon has allowed Protoss to survive early game rushes and has created a normalcy of getting to mid-tier play.

See, it might do this, but that actually sidesteps the real problem: P's T1 weakness.
The reason they don't survive is because their T1 is trash. NC has unpleasant side effects that should be removed, but it does serve as a defensive power P needs to supplement their weak T1. If their T1 were stronger, NC could be removed.


I completely disagree that somehow Protoss units are these terrible and useless things that don't work. I completely disagree with that notion.

Protoss were more than able to survive the early game in WoL and have many times shown the strength and flexibility of their race. The problem with Protoss T1 is not the units, it's that the upgrades needed are in "T2 and T3"

Ever had marines and marauders fight protoss compositions without stim/shields? Because it is a massacre. The problem with protoss in TvP is that their techlab costs 150/100 instead of 50/25. The units themselves are fine and zealot armies are damn near unstoppable at times during the lategame. The problem is that protoss don't have a way to trade tech for tech with speed/stim/Shields


I disagree, infact i disagree with alot of your posts

Terran doesnt fight without stim or whatnot because they get slaughtered by gateway units

No, gateway units are not strong, i continue

When terran have stim and whatnot with medivacs, now pure gateway units(except ht) stands no chance at all

Pure zealots with speed and upgrades in midgame-lategame is not hard for a terran to deal with alone,infact now in hots they would massacre if protoss went pure zealots with hellbat support. Even without hellbats they rape pure zealots





Marines + 200/200 in upgrades + 6-10 units that cost 100/100 each will beat pure gateway units. Because its more expensive than pure gateway units, because its more tech than pure gateway units.

Storm (200/200) + Zealots beats marine medivac

Why? Because add upgrades and high tier units and gateway units get good--just like bio units.


I dont understand your logic

Pure marines alone eat zealots to breakfast, no gas invested at all
equal minerals, marauders own stalkers. Whats left? Ghost vs templar=lets say its equal

The sentire comes in hand, but the more time in game, the less useful it is

Marauders+marines eat zealots/stalkers with slow. Without slow, iam pretty sure they still win but i can be at fault here

But your logic says gateway units are not weak when in fact they are very weak. Equal cost, they melt to bio force
You add hightemplars, terran adds ghosts


And Slowzealots+storm vs bio with ghost and some medivacs MELT HARD, please explain, even with speed if ghost and hts get even they still get owned




Because Zealots hurt marauders and stalkers kite marines?

In the early game, terran can't leave their base without either upgrades (shield/stim) or Medivacs (requires 300/200 worth of buildings to start one, usually built 2 at a time at 200/200)

Because walking out with naked troops will get them killed by stalker/zealots.

As upgrades come online, things change. As more tech becomes available, things change.

It costs 450/300 to get the tech needed for Ghosts + Medivacs and usually requires the 100/100 energy upgrade as well.

300/300 is all the tech buildings needed for templars.

There's a reason pro players can send out 1-2 stalkers in PvT and if the terran player tries to move out they lose 2-3 marines before running back home to 1 stalker. There's a reason 1Rax Marauder Pressure no longer works just by making 1 zealot and stalkers.

Bio needs their higher tier units to overcome gateway units. Gateway units then use higher tier units to even the score.
Hark, what baseball through yonder window breaks?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
June 04 2013 00:22 GMT
#1300
On June 04 2013 08:58 Thieving Magpie wrote:
Show nested quote +
On June 04 2013 08:37 Foxxan wrote:
On June 03 2013 10:14 Thieving Magpie wrote:
On June 03 2013 10:04 Foxxan wrote:
On June 03 2013 07:11 Thieving Magpie wrote:
On June 03 2013 06:54 LegalLord wrote:
On June 03 2013 05:50 Thieving Magpie wrote:
On June 03 2013 05:43 LegalLord wrote:
On June 03 2013 05:15 Thieving Magpie wrote:
On June 03 2013 03:47 Sabu113 wrote:
[quote]

They'll never do this but do you think that would be enough to eventually allow them to get rid of planetary nexus (I hate PFs too for consistency)?


Why would removing either be a good thing?

Both creates points of defensive strength on the map and forces positional play. How is that bad other than they're hard to break?

They also make harass more difficult, supporting one-battle games.


They've done nothing of the sort.

Nexus cannon has allowed Protoss to survive early game rushes and has created a normalcy of getting to mid-tier play.

See, it might do this, but that actually sidesteps the real problem: P's T1 weakness.
The reason they don't survive is because their T1 is trash. NC has unpleasant side effects that should be removed, but it does serve as a defensive power P needs to supplement their weak T1. If their T1 were stronger, NC could be removed.


I completely disagree that somehow Protoss units are these terrible and useless things that don't work. I completely disagree with that notion.

Protoss were more than able to survive the early game in WoL and have many times shown the strength and flexibility of their race. The problem with Protoss T1 is not the units, it's that the upgrades needed are in "T2 and T3"

Ever had marines and marauders fight protoss compositions without stim/shields? Because it is a massacre. The problem with protoss in TvP is that their techlab costs 150/100 instead of 50/25. The units themselves are fine and zealot armies are damn near unstoppable at times during the lategame. The problem is that protoss don't have a way to trade tech for tech with speed/stim/Shields


I disagree, infact i disagree with alot of your posts

Terran doesnt fight without stim or whatnot because they get slaughtered by gateway units

No, gateway units are not strong, i continue

When terran have stim and whatnot with medivacs, now pure gateway units(except ht) stands no chance at all

Pure zealots with speed and upgrades in midgame-lategame is not hard for a terran to deal with alone,infact now in hots they would massacre if protoss went pure zealots with hellbat support. Even without hellbats they rape pure zealots





Marines + 200/200 in upgrades + 6-10 units that cost 100/100 each will beat pure gateway units. Because its more expensive than pure gateway units, because its more tech than pure gateway units.

Storm (200/200) + Zealots beats marine medivac

Why? Because add upgrades and high tier units and gateway units get good--just like bio units.


I dont understand your logic

Pure marines alone eat zealots to breakfast, no gas invested at all
equal minerals, marauders own stalkers. Whats left? Ghost vs templar=lets say its equal

The sentire comes in hand, but the more time in game, the less useful it is

Marauders+marines eat zealots/stalkers with slow. Without slow, iam pretty sure they still win but i can be at fault here

But your logic says gateway units are not weak when in fact they are very weak. Equal cost, they melt to bio force
You add hightemplars, terran adds ghosts


And Slowzealots+storm vs bio with ghost and some medivacs MELT HARD, please explain, even with speed if ghost and hts get even they still get owned




Because Zealots hurt marauders and stalkers kite marines?

In the early game, terran can't leave their base without either upgrades (shield/stim) or Medivacs (requires 300/200 worth of buildings to start one, usually built 2 at a time at 200/200)

Because walking out with naked troops will get them killed by stalker/zealots.

As upgrades come online, things change. As more tech becomes available, things change.

It costs 450/300 to get the tech needed for Ghosts + Medivacs and usually requires the 100/100 energy upgrade as well.

300/300 is all the tech buildings needed for templars.

There's a reason pro players can send out 1-2 stalkers in PvT and if the terran player tries to move out they lose 2-3 marines before running back home to 1 stalker. There's a reason 1Rax Marauder Pressure no longer works just by making 1 zealot and stalkers.

Bio needs their higher tier units to overcome gateway units. Gateway units then use higher tier units to even the score.


No!
You talk in circles, what do u not understand?
Its when protoss adds sentries, its the sentrie that makes the gateway tier1 destroy terran tier1

Pure stalkers,zealots die vs marins/marauders

You are mentioning now very different scenarios like marins dont move out vs 1-2 stalkers, if they do they die
This is somethinng entirely different, you are not staying on topic

Prev 1 63 64 65 66 67 68 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 52m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 634
UpATreeSC 185
Railgan 68
ProTech68
BRAT_OK 64
MindelVK 31
StarCraft: Brood War
EffOrt 556
Larva 432
firebathero 190
Dewaltoss 135
NaDa 2
Dota 2
Dendi1881
LuMiX0
Counter-Strike
ScreaM1205
Heroes of the Storm
Liquid`Hasu464
Other Games
fl0m1426
Grubby1368
FrodaN1342
Beastyqt881
ceh9512
ToD178
C9.Mang0121
ArmadaUGS88
TKL 77
QueenE59
Trikslyr52
mouzStarbuck42
NeuroSwarm35
ZombieGrub20
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 26
• Reevou 5
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• Migwel
• IndyKCrew
StarCraft: Brood War
• 80smullet 8
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3980
• Ler84
League of Legends
• TFBlade815
Other Games
• imaqtpie1881
• Shiphtur243
Upcoming Events
Online Event
3h 52m
The PondCast
14h 52m
Map Test Tournament
15h 52m
Online Event
1d 3h
Wardi Open
1d 15h
Online Event
1d 21h
Online Event
2 days
[BSL 2025] Weekly
2 days
Safe House 2
2 days
Sparkling Tuna Cup
3 days
[ Show More ]
BSL Team Wars
3 days
Team Bonyth vs Team Dewalt
Dewalt vs kogeT
JDConan vs Tarson
RaNgeD vs DragOn
StRyKeR vs Bonyth
Aeternum vs Hejek
Replay Cast
4 days
Liquipedia Results

Completed

Proleague 2025-09-25
Maestros of the Game
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
EC S1
ESL Pro League S22
Urban Riga Open #1
FERJEE Rush 2025
Birch Cup 2025
DraculaN #2
LanDaLan #3
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
WardiTV TLMC #15
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
Frag Blocktober 2025
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 © 2025 TLnet. All Rights Reserved.