• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:27
CET 23:27
KST 07:27
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Potential Updates Coming to the SC2 CN Server Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
RepMastered™: replay sharing and analyzer site Gypsy to Korea KK Platform will provide 1 million CNY ASL21 General Discussion mca64Launcher - New Version with StarCraft: Remast
Tourneys
[Megathread] Daily Proleagues 2026 Changsha Offline Cup [ASL21] Ro24 Group B [ASL21] Ro24 Group A
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon General RTS Discussion Thread Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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 Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1996 users

Warp prism speed buff, test map. 5.28.2013 - Page 68

Forum Index > SC2 General
1346 CommentsPost a Reply
Prev 1 66 67 68
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 10 2013 21:11 GMT
#1341
On June 09 2013 02:12 Zarahtra wrote:
Show nested quote +
On June 08 2013 22:02 Thieving Magpie wrote:
On June 08 2013 20:33 Bagi wrote:
On June 08 2013 01:18 Thieving Magpie wrote:
On June 07 2013 23:40 Bagi wrote:
On June 05 2013 03:24 Thieving Magpie wrote:
On June 05 2013 02:30 Big J wrote:
On June 05 2013 00:07 WaZ wrote:
as high master/ ex gm i'd really like to see a solid buff only to cannon's anti air as it would help a lot vs mutas and the endless hellbat drops that I feel are currently tosses biggest problem in each matchup, its a more macro focused change, shouldn't effect the balance of the game at all other than those 2 scenarios, and wont be that game changing where mutas and hellbat drops wouldn't still be very effective it would just buy a little extra time vs mutas and make drops a little more of a commitment


I don't think that adresses the problems. Well, maybe to a small decrease as it gives Protoss a little more room to invest into something else. But I think the problem is more that the midgame units that should allow Protoss to take combats against low-midtier T/Z, don't do so unless used for specific allins or when made in the exact right situation.
Specifically talking about:
Immortals (good vs roaches, OK vs hydras and marauders; weak against marines, zerglings, mutas, drops)
Phoenix (good vs mutas, OK vs drops; bad against anything on the ground)
Voidray (good vs roaches and marauders; bad against everything else)

So Protoss seems to be left with rushing Colossus or Templar every single macro game. Which forces Protoss into extreme deathball play, as there is little resources left for anything else if you have to rush heavy T3 from 2 bases.

I actually think they should heavily tweak the immortal, as it is too much of a onesided counter, instead of being a good allaround GtG unit.


The immortal needs a LOT of love. its weaker than simply having 2 Stalkers most of the time since you lose speed and air attack for +30 against armored. That's not a good enough tradeoff to lose blink but gain "hardened shield."

The immortal is powerful as fuck against units its designed to counter, for example terran mech. They're the biggest reason mech is so bad.

I could accept a redesign to give the unit more utility but make it weaker against mech but just outright buffing it is insanity.


I actually believe that Tempests and Warp Prisms (as is) is the reason Mech is not that great. Once tanks reach a high enough number their range+splash more than compensates for Hardened Shields.

But, saying that, I wonder if you read my listed suggestions such as reducing damaged against armored, increasing speed, etc... Ie, making it more a "general" unit like the Stalker, but beefier. Because if you just read that one sentence and replied the way you did--I feel like you probably responded before reading the whole series of posts I made.

Tempests aren't that hard to counter at all, PDD is ridiculously effective against them and even attacking before tempests numbers get out of hand works most of the time. Their dps is simply too low to be threatening.

The problem with immortals is that while they are only "very strong" in a maxed out fight, they become ridiculously strong in those scrappy situation where you've just taken a huge fight and try to deal some actual damage to the protoss infrastructure. Say you havent had enough time to replenish your hellbat wall, just a few immortals will waltz over and snipe all your tanks in seconds. Paired with archons mech just has a ridiculously hard time dealing any meaningful damage.

No, I didn't read every single post in this thread before replying to this one, I didn't think that was a prerequisite when answering to a post. I still think you are selling the immortal short, as it deals so well with certain armies so well that it has forces the entire meta against protoss towards small, low damage ground units. It's not a unit that "needs a lot of love" just because it can't deal with everything, in fact changing the damage to a flat 35 could have extremely unpredictable results in all phases of the game. Immortal busts could become unstoppable while mech armies might no longer have proper counters.


The Flash vs Parting game begs to differ with your analysis. Tempests allow Protoss to pressure mech armies without engaging them. Which literally is the only thing that mech armies are supposed to do well. What the immortal needs to be is less swingy. With flatter damage little things like having 5 range stop feeling like too huge a drawback.

As a mech TvPer, I never really understood why people fear tempests. There are so many things I'm afraid of in TvP mech, tempest is one of those units which I can actually counter effectively aslong as I scout it in time.


It's not that Tempests can't be countered. The problem is the role of the Tempest and the nature of what people want mech to be (BW Mech play)

BW Mech play is about having an immobile army stuck to the ground being strong and scary because you can't engage it. Tempests circumvents that and forces mech to be more mobile. When mech is mobile, then it's just MMM with tracks instead of boots. The point of mech is its immobility, if you move around the map with it it stops being mech.

Immortals don't break the gameplay of mech, it simply makes it more vulnerable to pushes. You still play it like you expect "mech play" to work and you simply hope that you reached a critical mass of tanks where focus fire will kill immortals too quickly for thier 50 damage to matter. Versus tempests you actually have to stop playing mech until the Tempests are dealt with.
Hark, what baseball through yonder window breaks?
Skirmjan
Profile Joined October 2012
Italy190 Posts
June 10 2013 21:42 GMT
#1342
On June 11 2013 06:11 Thieving Magpie wrote:
Show nested quote +
On June 09 2013 02:12 Zarahtra wrote:
On June 08 2013 22:02 Thieving Magpie wrote:
On June 08 2013 20:33 Bagi wrote:
On June 08 2013 01:18 Thieving Magpie wrote:
On June 07 2013 23:40 Bagi wrote:
On June 05 2013 03:24 Thieving Magpie wrote:
On June 05 2013 02:30 Big J wrote:
On June 05 2013 00:07 WaZ wrote:
as high master/ ex gm i'd really like to see a solid buff only to cannon's anti air as it would help a lot vs mutas and the endless hellbat drops that I feel are currently tosses biggest problem in each matchup, its a more macro focused change, shouldn't effect the balance of the game at all other than those 2 scenarios, and wont be that game changing where mutas and hellbat drops wouldn't still be very effective it would just buy a little extra time vs mutas and make drops a little more of a commitment


I don't think that adresses the problems. Well, maybe to a small decrease as it gives Protoss a little more room to invest into something else. But I think the problem is more that the midgame units that should allow Protoss to take combats against low-midtier T/Z, don't do so unless used for specific allins or when made in the exact right situation.
Specifically talking about:
Immortals (good vs roaches, OK vs hydras and marauders; weak against marines, zerglings, mutas, drops)
Phoenix (good vs mutas, OK vs drops; bad against anything on the ground)
Voidray (good vs roaches and marauders; bad against everything else)

So Protoss seems to be left with rushing Colossus or Templar every single macro game. Which forces Protoss into extreme deathball play, as there is little resources left for anything else if you have to rush heavy T3 from 2 bases.

I actually think they should heavily tweak the immortal, as it is too much of a onesided counter, instead of being a good allaround GtG unit.


The immortal needs a LOT of love. its weaker than simply having 2 Stalkers most of the time since you lose speed and air attack for +30 against armored. That's not a good enough tradeoff to lose blink but gain "hardened shield."

The immortal is powerful as fuck against units its designed to counter, for example terran mech. They're the biggest reason mech is so bad.

I could accept a redesign to give the unit more utility but make it weaker against mech but just outright buffing it is insanity.


I actually believe that Tempests and Warp Prisms (as is) is the reason Mech is not that great. Once tanks reach a high enough number their range+splash more than compensates for Hardened Shields.

But, saying that, I wonder if you read my listed suggestions such as reducing damaged against armored, increasing speed, etc... Ie, making it more a "general" unit like the Stalker, but beefier. Because if you just read that one sentence and replied the way you did--I feel like you probably responded before reading the whole series of posts I made.

Tempests aren't that hard to counter at all, PDD is ridiculously effective against them and even attacking before tempests numbers get out of hand works most of the time. Their dps is simply too low to be threatening.

The problem with immortals is that while they are only "very strong" in a maxed out fight, they become ridiculously strong in those scrappy situation where you've just taken a huge fight and try to deal some actual damage to the protoss infrastructure. Say you havent had enough time to replenish your hellbat wall, just a few immortals will waltz over and snipe all your tanks in seconds. Paired with archons mech just has a ridiculously hard time dealing any meaningful damage.

No, I didn't read every single post in this thread before replying to this one, I didn't think that was a prerequisite when answering to a post. I still think you are selling the immortal short, as it deals so well with certain armies so well that it has forces the entire meta against protoss towards small, low damage ground units. It's not a unit that "needs a lot of love" just because it can't deal with everything, in fact changing the damage to a flat 35 could have extremely unpredictable results in all phases of the game. Immortal busts could become unstoppable while mech armies might no longer have proper counters.


The Flash vs Parting game begs to differ with your analysis. Tempests allow Protoss to pressure mech armies without engaging them. Which literally is the only thing that mech armies are supposed to do well. What the immortal needs to be is less swingy. With flatter damage little things like having 5 range stop feeling like too huge a drawback.

As a mech TvPer, I never really understood why people fear tempests. There are so many things I'm afraid of in TvP mech, tempest is one of those units which I can actually counter effectively aslong as I scout it in time.


It's not that Tempests can't be countered. The problem is the role of the Tempest and the nature of what people want mech to be (BW Mech play)

BW Mech play is about having an immobile army stuck to the ground being strong and scary because you can't engage it. Tempests circumvents that and forces mech to be more mobile. When mech is mobile, then it's just MMM with tracks instead of boots. The point of mech is its immobility, if you move around the map with it it stops being mech.

Immortals don't break the gameplay of mech, it simply makes it more vulnerable to pushes. You still play it like you expect "mech play" to work and you simply hope that you reached a critical mass of tanks where focus fire will kill immortals too quickly for thier 50 damage to matter. Versus tempests you actually have to stop playing mech until the Tempests are dealt with.


It's not that Carriers can't be countered in Brood War, but they do force Goliaths, a mech unit that is more mobile than Tanks,Thors,Battle Hellion and basically every mech unit exception made for the Hellion (Vulture) and Goliaths are forced to run around trying to zone out carriers, since carriers not only outrange them but can outmicro them...

Replace Carriers with Tempests and Goliaths with Vikings, and you have a very similar mechanic on a theoretical basis, which is what you're concerned about, any problems stemming from this replacement are purely balance related ones.



BW Mech play is about having an immobile army stuck to the ground being strong and scary because you can't engage it.

Imho, StarCraft has never dealt in absolutes, and even mech has to run around when faced with a mobile aerial threat that is made exactly to force that.

Ps. the reason why it's Tempests having this role in Sc2 instead of carrier is that Vikings and Carriers share their attack range, so it's much harder to do that with carriers, althought they're quite dangerous to Vikings, which certainly can't be said for Tempests :D
Shiori
Profile Blog Joined July 2011
3815 Posts
Last Edited: 2013-06-10 21:48:43
June 10 2013 21:48 GMT
#1343
I have no idea why anyone wants mech to be viable in its current form against Protoss. It's less interesting than watching paint dry. Amusingly, mech in TvP, were numbers tweaked so that it was more viable, would basically be like the way Protoss plays against bio, except mech is actually even more monotonous and less micro-heavy. Mech in TvP, even ideally in HotS, is basically turtling until 170-200 supply and pushing unstoppably across the map. It's not interesting, it's not a chess battle like people want to imagine it is, and it doesn't take very much talent to control as a composition. That's why I'm always amazed that people don't want only bio to be viable. Why not? Bio is fun as fuck to watch. The splitting, the EMPs, the dance with the Vikings, the constant threat of multi-pronged aggression from both players...that's awesome! Why would anyone want to trade that for a big mass of Siege Tanks in the middle of the map with 8 million turrets at every base and Planetaries everywhere? Who wants to watch Tempest/Carrier/Storm versus Viking/Ghost? It's just some slow-push, hour-long trade that culminates in the map being mined out.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 10 2013 22:02 GMT
#1344
On June 11 2013 06:48 Shiori wrote:
I have no idea why anyone wants mech to be viable in its current form against Protoss. It's less interesting than watching paint dry. Amusingly, mech in TvP, were numbers tweaked so that it was more viable, would basically be like the way Protoss plays against bio, except mech is actually even more monotonous and less micro-heavy. Mech in TvP, even ideally in HotS, is basically turtling until 170-200 supply and pushing unstoppably across the map. It's not interesting, it's not a chess battle like people want to imagine it is, and it doesn't take very much talent to control as a composition. That's why I'm always amazed that people don't want only bio to be viable. Why not? Bio is fun as fuck to watch. The splitting, the EMPs, the dance with the Vikings, the constant threat of multi-pronged aggression from both players...that's awesome! Why would anyone want to trade that for a big mass of Siege Tanks in the middle of the map with 8 million turrets at every base and Planetaries everywhere? Who wants to watch Tempest/Carrier/Storm versus Viking/Ghost? It's just some slow-push, hour-long trade that culminates in the map being mined out.


I think its nostalgia mostly. BW Mech was a long line of tanks moving about 2-3 spaces at a time. Sure a carrier (much like a tempest now) forces them to move about, but people forget how hard and how boring it is to watch such an immobile force. The only thing that was really cool about BW mech was over-extension. You'd see this blob of death spread and grow until it stretches too thin and the counter-push breaks it.

But perfect mech play was suffocating to watch. It's only big merit was that it was the hardest play style to get perfect and so it was impressive to get right.
Hark, what baseball through yonder window breaks?
keglu
Profile Joined June 2011
Poland485 Posts
June 11 2013 14:52 GMT
#1345
On June 11 2013 06:48 Shiori wrote:
I have no idea why anyone wants mech to be viable in its current form against Protoss. It's less interesting than watching paint dry. Amusingly, mech in TvP, were numbers tweaked so that it was more viable, would basically be like the way Protoss plays against bio, except mech is actually even more monotonous and less micro-heavy. Mech in TvP, even ideally in HotS, is basically turtling until 170-200 supply and pushing unstoppably across the map. It's not interesting, it's not a chess battle like people want to imagine it is, and it doesn't take very much talent to control as a composition. That's why I'm always amazed that people don't want only bio to be viable. Why not? Bio is fun as fuck to watch. The splitting, the EMPs, the dance with the Vikings, the constant threat of multi-pronged aggression from both players...that's awesome! Why would anyone want to trade that for a big mass of Siege Tanks in the middle of the map with 8 million turrets at every base and Planetaries everywhere? Who wants to watch Tempest/Carrier/Storm versus Viking/Ghost? It's just some slow-push, hour-long trade that culminates in the map being mined out.


Because not everyone like the same things i quess. I watched enough bio TvP and this matchup was never that interesting too me, i prefer watching Terran build based around tanks.
DinosaurPoop
Profile Blog Joined April 2013
687 Posts
June 11 2013 15:09 GMT
#1346
From Meta:
Artosis: "Have you tried out that new warp prism speed map?"
IdrA:"I'm scared of it."
When cats speak, mice listen.
pms
Profile Joined April 2008
Poland611 Posts
June 15 2013 08:37 GMT
#1347
I think warp prism should be basically cheaper and should have some additional funcion...

This is so because both Z and T have ways of dropping big chunks of their armies at once in the enemy base. Z has overlords, T has medivacs. P does not have such option, because:
1. Warp prisms are too expensive
2. Too easy to be lost
3. Don't have as many basic functions as overlords and medivacs
In the end pro players never build more than 1-2 warp prisms and they never execute really big drops...
Prev 1 66 67 68
Please log in or register to reply.
Live Events Refresh
The PiG Daily
22:00
Best Games of SC
Maru vs Solar
Rogue vs MaxPax
herO vs Clem
SHIN vs ByuN
herO vs SHIN
TBD vs ByuN
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft182
ViBE99
SpeCial 83
Ketroc 8
StarCraft: Brood War
Britney 17553
Shuttle 339
Bonyth 83
Aegong 52
LancerX 24
NaDa 20
IntoTheRainbow 11
Dota 2
Gorgc7125
Super Smash Bros
Liquid`Ken16
Other Games
summit1g9891
Grubby3266
tarik_tv2809
shahzam574
Liquid`Hasu225
C9.Mang0213
mouzStarbuck208
KnowMe192
ArmadaUGS161
crisheroes161
ProTech123
ZombieGrub42
PPMD22
Organizations
Other Games
gamesdonequick1565
StarCraft 2
angryscii 43
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 63
• mYiSmile146
• musti20045 42
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21015
Other Games
• imaqtpie1019
• Scarra732
• Shiphtur188
Upcoming Events
RSL Revival
11h 33m
Cure vs Zoun
herO vs Rogue
Platinum Heroes Events
16h 33m
BSL
21h 33m
RSL Revival
1d 11h
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
1d 13h
BSL
1d 20h
Replay Cast
2 days
Replay Cast
2 days
Afreeca Starleague
2 days
Light vs Calm
Royal vs Mind
Wardi Open
2 days
[ Show More ]
Monday Night Weeklies
2 days
OSC
3 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Rush vs PianO
Flash vs Speed
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
Underdog Cup #3

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.