New patch broke my game.
Reinstalling 16gigs from fucking China behind the Great fucking wall
G fucking G
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padfoota
Taiwan1571 Posts
New patch broke my game. Reinstalling 16gigs from fucking China behind the Great fucking wall G fucking G | ||
Sissors
1395 Posts
On June 23 2013 18:12 sluggaslamoo wrote: Show nested quote + On June 23 2013 15:59 Sissors wrote: On June 23 2013 13:01 BronzeKnee wrote: On June 23 2013 05:49 Sissors wrote: On June 23 2013 03:39 Axxis wrote: I'd like to see one of you Terrans post a replay of a decent tournament (doesn't necessarily have to be pro either) Diamond + with a protoss player on 30+ gates. Thorzain vs Hasuobs, HSC VII, now played ![]() If Hasuobs doesnt have 30 gates, he is at least damn close. Edit: Just confirmed by casters to be 31 gates. This is totally irrelevant. It isn't like they added the Warp Prism to the game with this patch, they just made it faster when it isn't upgraded. Thus this kind of strategy always existed, and anyone investing into 31 games is going to be able to afford Warp Prism Speed. Someone asks for an example of a decent tournament where the protoss players is on 30+ gates, I give it, you complain that it is irrelevant. Then you should have said that to the one asking for example, not to me. On June 22 2013 21:57 AxionSteel wrote: On June 22 2013 20:12 sluggaslamoo wrote: On June 22 2013 14:16 Hattori_Hanzo wrote: On June 22 2013 07:37 SSJTribe wrote: Reminds me of another GM- Where is Avilo actually. He's still doing the usual http://us.battle.net/sc2/en/forum/topic/9309301252 He is right, turrets should be adjusted, bonus to mechanical damage? Cheaper cost? Faster build times? Higher rate of fire? I'm actually lost on this one. The difference is Terran needs to just make a fucking turret or two instead of only having to have 1 viking to prevent all drop play which is just retarded game design. This is not hard people, its not 50 turrets like in the previous game, Terrans will definitely be able to cope with no problems. The game has been imbalanced within this element of the game since beta, Blizzard is now just balancing it and Terran players will have to cope with having to get ranked within their rightful place, only because this imbalance is what got them their undeserved rank in the first place. Biggest load of bullshit I've ever read. . If you need more than 2-3 turrets to defend drop play your turret positioning is atrocious, and you need to learn it. Almost no Terrans understand the science of Turret positioning because before now, it just wasn't necessary. Now you have to learn it and maybe your TvZ will also improve as a result instead of blindly building turrets without a second thought. I'll ignore the rest of your missile turret rant for now. But the idea that with 2-3 turrets you can defend warp prism play is simply hilarious. It is flat out impossible. Warp prisms are quite strong, so can take quite a bit of hits, and for most of their usage they really don't need to hover right over the mineral line. Not to mention even if 2-3 turrets would be all it would take (how many bases is that btw in your game, which seems to have a bit more turret range), it still wouldn't be realistic against all-ins. Later, sure. But by then nothing has changed compared to before patch anyway. Btw it is really easy to call everyone horrible regarding turret placement, I can do it too: Protoss need to understand the science of blinking. They would win every game if they weren't so horrible with it. That statement is as useful as yours, in other words: please enlighten us how we all place our turrets wrong, and where we should place them instead. To everyone stating that turrets cant handle warp prisms.. You really need to play this game more if you actually believe that Yeah if he switched to warp mode on top of a missile turret, sure. But really that would be pretty retarded of that player. And the reason I am dubious about this buff is not because I don't think I can handle warp prisms, it is because right now protoss has a shitton of all-ins. And with this change it has a shitton + several more around warp prisms, where dropping sentries, FF'ing ramp, warping in units is the one I am most afraid for. If that was the only thing I wouldn't be worried, but combine it with all the other all-ins that are very hard to distinguish and i am worried. Turret placement doesn't require mechanics, it requires thinking. Sure if everyone had blink micro like automaton2000 that would be a legitimate statement. You also cut off this part of my quote That statement alone may confuse you, but that's because most players can't figure shit out on their own and think if a pro hasn't done it already it can't exist and therefore won't bother learning it. Much like how I never saw anyone use simcity until pros started doing it a lot. What can I say, my statement has confused you because the science of turret positioning in SC2 has never ever mattered until now. To you it seems impossible only because you've never seen a pro do it before, therefore it does not exist. 3 turrets is more than enough to cover two bases, much like how 3 terrible bw turrets (that couldn't stop a paper aeroplane even if it tried) was enough to defend almost every single cheese Protoss could do. Much like how everyone complained about the iEchoic build while I was busy getting free wins with proper simcity. Afterwards all the Zergs started using it and SjoW won a tournament using it, but until then everyone thought "its impossible to defend against hellions/reapers" because apparently simcity just didn't exist. http://www.teamliquid.net/forum/viewmessage.php?topic_id=196232 Sorry but proper blink use requires thinking. I would compare it to this topic: http://www.teamliquid.net/forum/viewmessage.php?topic_id=196232. But yeah when people don't see pros using proper blinks it does not exist. And as long as protoss keep thinking that they deserve to lose every game. For people not getting it, that isn't serious. However it is to show the huge fallacy in the argument presented with apparently 3 turrets across 2 bases able to stop every kind of warp prism play: They just claim it without anything to back it up. They claim every single terran has horrible turret place placement, without telling how it would be horrible, let alone how it should be done better. It is just blindly screaming that it is done wrong. Btw do take into account a warp prism can fly right over a missile turret easily. Spoken like a true whiner who can't figure things out for themselves and has to wait for a pro to teach them how to do it. If someone had the mechanics of automaton2000 yes I would agree with you, however nobody does and nobody will. If you spend time blinking stalkers, you are most likely compensating your macro, in which case it is pointless because macro is the highest priority element. Knowing where to build turrets does not impede on any other elements on the game. If I had time I would create an article just like I did with the simcity one and spend time researching, however I won't be buying HotS because the current design of SC2 just doesn't sit well with me. I am going to requote another thing I said Show nested quote + sluggaslamoo wrote:Because of the insane DPS of Missile Turrets in SC2, people never realised that turrets actually have utility beyond being a building which kills air units. The thought of "If it doesn't outright kill/stop the prism, it must be useless" just boggles my mind. This is exactly what is happening, you need some pro to teach you how to do it because you are incapable of figuring things out on your own. You need everything to be spoon fed to you, its a pretty sad state to be in. Show nested quote + On June 23 2013 05:16 Sissors wrote: I'll ignore the rest of your missile turret rant for now. But the idea that with 2-3 turrets you can defend warp prism play is simply hilarious. It is flat out impossible. Warp prisms are quite strong, so can take quite a bit of hits, and for most of their usage they really don't need to hover right over the mineral line. Let me guess, you think turrets need to be built on the edge of your base? No wonder you think it is "impossible". When you build a turret on the edge 50% of the coverage is completely wasted, remember prisms need to deploy over ground, they can't deploy units onto air space. There will be specific sections in the main and natural which should have more than enough coverage to deal with drops. The most likely positions will be near the middle of your main, and two covering the most critical spaces where the prism should be traveling. While the prism is playing Where's Wally to find a pocket of ground where it can actually deploy, its half dead and you have marines built from your barracks to finish it off and deal with the measly first warp in that will serve as a complete waste of resources and time for Protoss. Although I'm not sure why I'm wasting time on a lost cause, its obvious that you are going to ask me to spoon feed you where to place these turrets, or wait for a pro to show you without learning on your own. Well at least you give some information how every terran player is doing it horribly wrong, but it is still pretty much: NANANANANANA I KNOW BETTER AND I WONT TELL YOU BECAUSE I WONT SPOON FEED YOU YOU SHOULD L2P NOOB AND NANANANA I AM BETTER. That seems to be a fairly accurate summary of your posts. Anyway regarding placing a turret in the middle of your base. Yeah can sometimes be useful. But not nearly as much as what you like to think, and certainly not one of the first places to put one. You seem to enormously overestimate the range of a turret. One in the middle of your base will never cover the edges. Aditionally it is quite ridiculous to claim turrets at the edge waste 50% of their coverage completely. Remember the goal is to kill the prism before you have an army in your base. So by far the best situation is when the prism is shot down before it can deploy an army. Even if the turret has as much range as you think it has, it would still mean the prism can easily get to your base and drop everything off, probably even a round of warpins, since it is only firing at the very edge of its range. While if you put it on the edge of your base the prism first has to fly through a load of missiles from the turret. Of course in the beginning you don't have resources to put a turret ring around your edge. And with all the all-ins of toss there are more important locations: Your mineral line, which has a three fold usage: It holds of possible oracle/phoenix play, they detect DTs, keeping your mineral line alive (by far the most important against early DTs, losing two add-ons isnt a big deal, having your mineral line gone is), and they make sure a warp prism can't directly drop zealots in your mineral line. If you have a turret in the center it won't cover your mineral line generally. Even if it does, it won't even get through its shields. Next important location is the entrance to your natural, to detect DTs and also nice to make sure there isn't an observer above your army. Anyway before you continue your tirades I would advice you to really have a look at missile turret range. One in the center of your base simply won't do anything besides covering your central buildings from direct warp-ins right on top of them. And that is early-mid game the last thing I would be worried about. | ||
Xequecal
United States473 Posts
On June 23 2013 12:42 GhostOwl wrote: Show nested quote + On June 23 2013 11:32 Xequecal wrote: On June 23 2013 08:24 Jevity wrote: Is there a downside to keeping a bunker or two filled with marines/maruaders at each expansion when you play against protoss? Is it that you are keeping supply from your main army/drops? Yeah, there is. Terran units are the most cost-effective in the game, but they're the least supply-effective. As such, in the late game supply is Terran's most precious resource, and they can't waste it. Wut? Wat did I just read? Protoss is the least supply-effective race or a Roach-based Zerg army. No, Protoss is the most supply-effective race. A stalker beats a roach, and they're both 2 supply. Sure the stalker costs more, but Protoss is more supply-effective, as in X supply of Protoss units is almost always superior to X supply of units from the other two races. Protoss units are also generally not cost-effective. An immortal loses to 4 roaches or 3 marauders despite being the supposed hard counter to these units and costing about the same amount. However, the immortal is only 4 supply and 4 roaches/3 marauders are 8 and 6 supply. Most Protoss units are like this. I'm pretty sure even a colossus loses to 14 marines, but it beats an equal-supply 6 marines stupidly easily. Terran is the opposite. Marines are incredibly cheap for their damage output, but they still cost 1 supply each. A stalker beats 2 marines easily, hell so does a roach. Most Terran units are like this. The marauder is 100/25 for 2 supply. Terran has medivacs which basically increase the cost effectiveness of all their units, but eat up supply to do so. The whole race is balanced around this concept. That's why ghosts had to be nerfed repeatedly in WoL and why hellbats are getting nerfed now, they both went against this concept - they were overcosted units that were very supply-effective, going against the whole race philosophy. It's also why strategies like 1/1/1 were so ridiculous, if Terran can keep the economy low and keep the supply cap from being a factor, they will completely dominate the opponent with their far more cost-effective units. | ||
sluggaslamoo
Australia4494 Posts
On June 23 2013 19:56 Sissors wrote: Show nested quote + On June 23 2013 18:12 sluggaslamoo wrote: On June 23 2013 15:59 Sissors wrote: On June 23 2013 13:01 BronzeKnee wrote: On June 23 2013 05:49 Sissors wrote: On June 23 2013 03:39 Axxis wrote: I'd like to see one of you Terrans post a replay of a decent tournament (doesn't necessarily have to be pro either) Diamond + with a protoss player on 30+ gates. Thorzain vs Hasuobs, HSC VII, now played ![]() If Hasuobs doesnt have 30 gates, he is at least damn close. Edit: Just confirmed by casters to be 31 gates. This is totally irrelevant. It isn't like they added the Warp Prism to the game with this patch, they just made it faster when it isn't upgraded. Thus this kind of strategy always existed, and anyone investing into 31 games is going to be able to afford Warp Prism Speed. Someone asks for an example of a decent tournament where the protoss players is on 30+ gates, I give it, you complain that it is irrelevant. Then you should have said that to the one asking for example, not to me. On June 22 2013 21:57 AxionSteel wrote: On June 22 2013 20:12 sluggaslamoo wrote: On June 22 2013 14:16 Hattori_Hanzo wrote: On June 22 2013 07:37 SSJTribe wrote: He is right, turrets should be adjusted, bonus to mechanical damage? Cheaper cost? Faster build times? Higher rate of fire? I'm actually lost on this one. The difference is Terran needs to just make a fucking turret or two instead of only having to have 1 viking to prevent all drop play which is just retarded game design. This is not hard people, its not 50 turrets like in the previous game, Terrans will definitely be able to cope with no problems. The game has been imbalanced within this element of the game since beta, Blizzard is now just balancing it and Terran players will have to cope with having to get ranked within their rightful place, only because this imbalance is what got them their undeserved rank in the first place. Biggest load of bullshit I've ever read. . If you need more than 2-3 turrets to defend drop play your turret positioning is atrocious, and you need to learn it. Almost no Terrans understand the science of Turret positioning because before now, it just wasn't necessary. Now you have to learn it and maybe your TvZ will also improve as a result instead of blindly building turrets without a second thought. I'll ignore the rest of your missile turret rant for now. But the idea that with 2-3 turrets you can defend warp prism play is simply hilarious. It is flat out impossible. Warp prisms are quite strong, so can take quite a bit of hits, and for most of their usage they really don't need to hover right over the mineral line. Not to mention even if 2-3 turrets would be all it would take (how many bases is that btw in your game, which seems to have a bit more turret range), it still wouldn't be realistic against all-ins. Later, sure. But by then nothing has changed compared to before patch anyway. Btw it is really easy to call everyone horrible regarding turret placement, I can do it too: Protoss need to understand the science of blinking. They would win every game if they weren't so horrible with it. That statement is as useful as yours, in other words: please enlighten us how we all place our turrets wrong, and where we should place them instead. To everyone stating that turrets cant handle warp prisms.. You really need to play this game more if you actually believe that Yeah if he switched to warp mode on top of a missile turret, sure. But really that would be pretty retarded of that player. And the reason I am dubious about this buff is not because I don't think I can handle warp prisms, it is because right now protoss has a shitton of all-ins. And with this change it has a shitton + several more around warp prisms, where dropping sentries, FF'ing ramp, warping in units is the one I am most afraid for. If that was the only thing I wouldn't be worried, but combine it with all the other all-ins that are very hard to distinguish and i am worried. Turret placement doesn't require mechanics, it requires thinking. Sure if everyone had blink micro like automaton2000 that would be a legitimate statement. You also cut off this part of my quote That statement alone may confuse you, but that's because most players can't figure shit out on their own and think if a pro hasn't done it already it can't exist and therefore won't bother learning it. Much like how I never saw anyone use simcity until pros started doing it a lot. What can I say, my statement has confused you because the science of turret positioning in SC2 has never ever mattered until now. To you it seems impossible only because you've never seen a pro do it before, therefore it does not exist. 3 turrets is more than enough to cover two bases, much like how 3 terrible bw turrets (that couldn't stop a paper aeroplane even if it tried) was enough to defend almost every single cheese Protoss could do. Much like how everyone complained about the iEchoic build while I was busy getting free wins with proper simcity. Afterwards all the Zergs started using it and SjoW won a tournament using it, but until then everyone thought "its impossible to defend against hellions/reapers" because apparently simcity just didn't exist. http://www.teamliquid.net/forum/viewmessage.php?topic_id=196232 Sorry but proper blink use requires thinking. I would compare it to this topic: http://www.teamliquid.net/forum/viewmessage.php?topic_id=196232. But yeah when people don't see pros using proper blinks it does not exist. And as long as protoss keep thinking that they deserve to lose every game. For people not getting it, that isn't serious. However it is to show the huge fallacy in the argument presented with apparently 3 turrets across 2 bases able to stop every kind of warp prism play: They just claim it without anything to back it up. They claim every single terran has horrible turret place placement, without telling how it would be horrible, let alone how it should be done better. It is just blindly screaming that it is done wrong. Btw do take into account a warp prism can fly right over a missile turret easily. Spoken like a true whiner who can't figure things out for themselves and has to wait for a pro to teach them how to do it. If someone had the mechanics of automaton2000 yes I would agree with you, however nobody does and nobody will. If you spend time blinking stalkers, you are most likely compensating your macro, in which case it is pointless because macro is the highest priority element. Knowing where to build turrets does not impede on any other elements on the game. If I had time I would create an article just like I did with the simcity one and spend time researching, however I won't be buying HotS because the current design of SC2 just doesn't sit well with me. I am going to requote another thing I said sluggaslamoo wrote:Because of the insane DPS of Missile Turrets in SC2, people never realised that turrets actually have utility beyond being a building which kills air units. The thought of "If it doesn't outright kill/stop the prism, it must be useless" just boggles my mind. This is exactly what is happening, you need some pro to teach you how to do it because you are incapable of figuring things out on your own. You need everything to be spoon fed to you, its a pretty sad state to be in. On June 23 2013 05:16 Sissors wrote: I'll ignore the rest of your missile turret rant for now. But the idea that with 2-3 turrets you can defend warp prism play is simply hilarious. It is flat out impossible. Warp prisms are quite strong, so can take quite a bit of hits, and for most of their usage they really don't need to hover right over the mineral line. Let me guess, you think turrets need to be built on the edge of your base? No wonder you think it is "impossible". When you build a turret on the edge 50% of the coverage is completely wasted, remember prisms need to deploy over ground, they can't deploy units onto air space. There will be specific sections in the main and natural which should have more than enough coverage to deal with drops. The most likely positions will be near the middle of your main, and two covering the most critical spaces where the prism should be traveling. While the prism is playing Where's Wally to find a pocket of ground where it can actually deploy, its half dead and you have marines built from your barracks to finish it off and deal with the measly first warp in that will serve as a complete waste of resources and time for Protoss. Although I'm not sure why I'm wasting time on a lost cause, its obvious that you are going to ask me to spoon feed you where to place these turrets, or wait for a pro to show you without learning on your own. Well at least you give some information how every terran player is doing it horribly wrong, but it is still pretty much: NANANANANANA I KNOW BETTER AND I WONT TELL YOU BECAUSE I WONT SPOON FEED YOU YOU SHOULD L2P NOOB AND NANANANA I AM BETTER. That seems to be a fairly accurate summary of your posts. Anyway regarding placing a turret in the middle of your base. Yeah can sometimes be useful. But not nearly as much as what you like to think, and certainly not one of the first places to put one. You seem to enormously overestimate the range of a turret. One in the middle of your base will never cover the edges. Aditionally it is quite ridiculous to claim turrets at the edge waste 50% of their coverage completely. Remember the goal is to kill the prism before you have an army in your base. So by far the best situation is when the prism is shot down before it can deploy an army. Even if the turret has as much range as you think it has, it would still mean the prism can easily get to your base and drop everything off, probably even a round of warpins, since it is only firing at the very edge of its range. While if you put it on the edge of your base the prism first has to fly through a load of missiles from the turret. Of course in the beginning you don't have resources to put a turret ring around your edge. And with all the all-ins of toss there are more important locations: Your mineral line, which has a three fold usage: It holds of possible oracle/phoenix play, they detect DTs, keeping your mineral line alive (by far the most important against early DTs, losing two add-ons isnt a big deal, having your mineral line gone is), and they make sure a warp prism can't directly drop zealots in your mineral line. If you have a turret in the center it won't cover your mineral line generally. Even if it does, it won't even get through its shields. Next important location is the entrance to your natural, to detect DTs and also nice to make sure there isn't an observer above your army. Anyway before you continue your tirades I would advice you to really have a look at missile turret range. One in the center of your base simply won't do anything besides covering your central buildings from direct warp-ins right on top of them. And that is early-mid game the last thing I would be worried about. Sigh, the bolded part shows you didn't understand a single thing I said in the last 3 posts. No I don't remember, nor ever did, because that has never been the goal of turret usage. Its only used that way because turrets in SC2 have ridiculous dps and people think you have to kill air units with them. I never said I was better, just learn to think for yourself instead of whining until a pro shows you how its done. | ||
Cloak
United States816 Posts
On June 23 2013 20:17 Xequecal wrote: Show nested quote + On June 23 2013 12:42 GhostOwl wrote: On June 23 2013 11:32 Xequecal wrote: On June 23 2013 08:24 Jevity wrote: Is there a downside to keeping a bunker or two filled with marines/maruaders at each expansion when you play against protoss? Is it that you are keeping supply from your main army/drops? Yeah, there is. Terran units are the most cost-effective in the game, but they're the least supply-effective. As such, in the late game supply is Terran's most precious resource, and they can't waste it. Wut? Wat did I just read? Protoss is the least supply-effective race or a Roach-based Zerg army. No, Protoss is the most supply-effective race. A stalker beats a roach, and they're both 2 supply. Sure the stalker costs more, but Protoss is more supply-effective, as in X supply of Protoss units is almost always superior to X supply of units from the other two races. Protoss units are also generally not cost-effective. An immortal loses to 4 roaches or 3 marauders despite being the supposed hard counter to these units and costing about the same amount. However, the immortal is only 4 supply and 4 roaches/3 marauders are 8 and 6 supply. Most Protoss units are like this. I'm pretty sure even a colossus loses to 14 marines, but it beats an equal-supply 6 marines stupidly easily. Terran is the opposite. Marines are incredibly cheap for their damage output, but they still cost 1 supply each. A stalker beats 2 marines easily, hell so does a roach. Most Terran units are like this. The marauder is 100/25 for 2 supply. Terran has medivacs which basically increase the cost effectiveness of all their units, but eat up supply to do so. The whole race is balanced around this concept. That's why ghosts had to be nerfed repeatedly in WoL and why hellbats are getting nerfed now, they both went against this concept - they were overcosted units that were very supply-effective, going against the whole race philosophy. It's also why strategies like 1/1/1 were so ridiculous, if Terran can keep the economy low and keep the supply cap from being a factor, they will completely dominate the opponent with their far more cost-effective units. Cost efficiency is almost always preferable, because supply efficiency only matters if you're maxed, otherwise it's just the hidden cost of more supply needing to be built. Cost efficiency lets you dictate the game all the way until that 200/200. What's worse is that Z and T economies outpace P economy by a decent margin in a default macro game, further exasperating the disparity. That's where Protoss spells come in that need to entirely walloff landscape to make things possible. | ||
Sissors
1395 Posts
Sigh, the bolded part shows you didn't understand a single thing I said in the last 3 posts. No I don't remember, nor ever did, because that has never been the goal of turret usage. Its only used that way because turrets in SC2 have ridiculous dps and people think you have to kill air units with them. I never said I was better, just learn to think for yourself instead of whining until a pro shows you how its done. And again your post is empty of any kind of useful content. You are only very agressive against terrans that we use turrets wrong, but refuse to say how we use them wrong and how we should use them instead. If we don't use them to kill/deny air units (that is effectively the same, if they can't kill air units, they also can't deny their presence in an area; you cannot deny warp prism play by placing a turret in the middle of your base and hoping the protoss is as ill informed as you are regarding its range. He will just use the prism outside turret range, or skims to the edge of it and tanks the damage), why on earth would we make them? Sure one in the front for detection, but besides that it would be fairly useless to make them. Anyway until you actually get to a higher level than your: LALALLALAA YOU USING THEM WRONG NOOB, level, I guess this is fairly pointless. And it is pretty safe to assume you are just purely trolling and don't actually have a point to make. | ||
Velocirapture
United States983 Posts
This is not to say that there will not be games where speed prisms lead to victory but will it ever be a standard play? I still remember back in WoL when the two immortal drop play was popular for a split second but in the end it didn't take a tactical genius to realize the risk/reward formula was off. Protoss NEEDS it's tech units to have any chance in standard combat so if the shuttle is destroyed the game is essentially over and as I have stated earlier in this thread, zealots and stalkers are terrible at killing buildings/workers. Put simply, drop play for Protoss outside the late game or without a major advantage exists somewhere around the same power level as rushing DTs in my estimation and anybody who has played Protoss at a decent level knows that isn't high praise. | ||
Freeborn
Germany421 Posts
No, Protoss is the most supply-effective race. A stalker beats a roach, and they're both 2 supply. Sure the stalker costs more, but Protoss is more supply-effective, as in X supply of Protoss units is almost always superior to X supply of units from the other two races. Protoss units are also generally not cost-effective. An immortal loses to 4 roaches or 3 marauders despite being the supposed hard counter to these units and costing about the same amount. However, the immortal is only 4 supply and 4 roaches/3 marauders are 8 and 6 supply. Most Protoss units are like this. I'm pretty sure even a colossus loses to 14 marines, but it beats an equal-supply 6 marines stupidly easily. Terran is the opposite. Marines are incredibly cheap for their damage output, but they still cost 1 supply each. A stalker beats 2 marines easily, hell so does a roach. Most Terran units are like this. The marauder is 100/25 for 2 supply. Terran has medivacs which basically increase the cost effectiveness of all their units, but eat up supply to do so. The whole race is balanced around this concept. That's why ghosts had to be nerfed repeatedly in WoL and why hellbats are getting nerfed now, they both went against this concept - they were overcosted units that were very supply-effective, going against the whole race philosophy. It's also why strategies like 1/1/1 were so ridiculous, if Terran can keep the economy low and keep the supply cap from being a factor, they will completely dominate the opponent with their far more cost-effective units. This actually makes a very good point, I never looked at it this way. But you are are forgetting one thing here - terran also has the highest DPS of all races. High dps units scale extremely well with mass. A protoss army will ALWAYS lose to MMM even at 200 supply - the only things that balance this out are colossus and storm. stalkers are one of the lowest dps units in the game and zealots like all melee units get worse as they have to fight vs high numbers of ranged units (also: hellbats). And terrans complaining about the warpprisms is so ridiculous, protoss has NO WAY of catching speedvacs unless he sees them coming and even then he will trade very unefficiently vs the drops unless HT or colo are there. a terran faced with a warpprism can easiliy dispatch speedvac with marines that can not only kill the warpprism but also trade efficiently vs anything that may be warped in. So the terrans really just need to learn to scout a bit better, which is what protoss have to do since HotS while gateway units will still suck vs mmm... | ||
hummingbird23
Norway359 Posts
And before the issue of dead space comes up, Terrans can produce a single viking without having to invest anything extra, not even addon time, while protoss is helpless to clear dead space because the gas investment is too high during the colossus/storm teching phase of the early midgame. | ||
Hattori_Hanzo
Singapore1229 Posts
On June 23 2013 22:50 Sissors wrote: Show nested quote + Sigh, the bolded part shows you didn't understand a single thing I said in the last 3 posts. No I don't remember, nor ever did, because that has never been the goal of turret usage. Its only used that way because turrets in SC2 have ridiculous dps and people think you have to kill air units with them. I never said I was better, just learn to think for yourself instead of whining until a pro shows you how its done. And again your post is empty of any kind of useful content. You are only very agressive against terrans that we use turrets wrong, but refuse to say how we use them wrong and how we should use them instead. If we don't use them to kill/deny air units (that is effectively the same, if they can't kill air units, they also can't deny their presence in an area; you cannot deny warp prism play by placing a turret in the middle of your base and hoping the protoss is as ill informed as you are regarding its range. He will just use the prism outside turret range, or skims to the edge of it and tanks the damage), why on earth would we make them? Sure one in the front for detection, but besides that it would be fairly useless to make them. Anyway until you actually get to a higher level than your: LALALLALAA YOU USING THEM WRONG NOOB, level, I guess this is fairly pointless. And it is pretty safe to assume you are just purely trolling and don't actually have a point to make. Let me give you a hit. Play more tower ambush games, there are literally tons of them on Facebook, F* it, let me spell it out for you. Optimise the turret's range, put it "out" there way BEFORE THE BASE parameter, NOT INSIDE. The inside of the base is for the marine squad to deal with (stim-kite-etc). When a bomber enters the city limits, it's already too late for the SAM to work it's magic, the bomber would have already dropped its payload by the time the missile hits or worse crash into the city fully loaded. A drop ships are similar to bombers that if the bomber has breached base parameters, it's already too late, as it's likely to be able unload some or all of it's payload (units) and do damage. Another analogy, you are supposed to sniper shoot the zombies before they enters your house not after they are chasing its residents inside the house! | ||
Nimix
France1809 Posts
Once again you can't compare what protoss needs to defend and what terran needs to defend, as their goal in the game is completely different in standard scenarios. | ||
Rabiator
Germany3948 Posts
On June 23 2013 22:49 Cloak wrote: Show nested quote + On June 23 2013 20:17 Xequecal wrote: On June 23 2013 12:42 GhostOwl wrote: On June 23 2013 11:32 Xequecal wrote: On June 23 2013 08:24 Jevity wrote: Is there a downside to keeping a bunker or two filled with marines/maruaders at each expansion when you play against protoss? Is it that you are keeping supply from your main army/drops? Yeah, there is. Terran units are the most cost-effective in the game, but they're the least supply-effective. As such, in the late game supply is Terran's most precious resource, and they can't waste it. Wut? Wat did I just read? Protoss is the least supply-effective race or a Roach-based Zerg army. No, Protoss is the most supply-effective race. A stalker beats a roach, and they're both 2 supply. Sure the stalker costs more, but Protoss is more supply-effective, as in X supply of Protoss units is almost always superior to X supply of units from the other two races. Protoss units are also generally not cost-effective. An immortal loses to 4 roaches or 3 marauders despite being the supposed hard counter to these units and costing about the same amount. However, the immortal is only 4 supply and 4 roaches/3 marauders are 8 and 6 supply. Most Protoss units are like this. I'm pretty sure even a colossus loses to 14 marines, but it beats an equal-supply 6 marines stupidly easily. Terran is the opposite. Marines are incredibly cheap for their damage output, but they still cost 1 supply each. A stalker beats 2 marines easily, hell so does a roach. Most Terran units are like this. The marauder is 100/25 for 2 supply. Terran has medivacs which basically increase the cost effectiveness of all their units, but eat up supply to do so. The whole race is balanced around this concept. That's why ghosts had to be nerfed repeatedly in WoL and why hellbats are getting nerfed now, they both went against this concept - they were overcosted units that were very supply-effective, going against the whole race philosophy. It's also why strategies like 1/1/1 were so ridiculous, if Terran can keep the economy low and keep the supply cap from being a factor, they will completely dominate the opponent with their far more cost-effective units. Cost efficiency is almost always preferable, because supply efficiency only matters if you're maxed, otherwise it's just the hidden cost of more supply needing to be built. Cost efficiency lets you dictate the game all the way until that 200/200. What's worse is that Z and T economies outpace P economy by a decent margin in a default macro game, further exasperating the disparity. That's where Protoss spells come in that need to entirely walloff landscape to make things possible. Exactly right ... supply efficiency is dwarfed by the cost efficiency and the remake efficiency and Zerg blows both other races out of the water with both. The game isnt really about the units but more about your economy and production capability and if you can hurt those of your opponent you have a clear advantage to win the game. A "slower" game like Broodwar is about supply efficiency, because producing units takes a while, but in SC2 it is ridiculously easy to reach that 200 supply limit. On June 24 2013 01:22 Hattori_Hanzo wrote: Show nested quote + On June 23 2013 22:50 Sissors wrote: Sigh, the bolded part shows you didn't understand a single thing I said in the last 3 posts. No I don't remember, nor ever did, because that has never been the goal of turret usage. Its only used that way because turrets in SC2 have ridiculous dps and people think you have to kill air units with them. I never said I was better, just learn to think for yourself instead of whining until a pro shows you how its done. And again your post is empty of any kind of useful content. You are only very agressive against terrans that we use turrets wrong, but refuse to say how we use them wrong and how we should use them instead. If we don't use them to kill/deny air units (that is effectively the same, if they can't kill air units, they also can't deny their presence in an area; you cannot deny warp prism play by placing a turret in the middle of your base and hoping the protoss is as ill informed as you are regarding its range. He will just use the prism outside turret range, or skims to the edge of it and tanks the damage), why on earth would we make them? Sure one in the front for detection, but besides that it would be fairly useless to make them. Anyway until you actually get to a higher level than your: LALALLALAA YOU USING THEM WRONG NOOB, level, I guess this is fairly pointless. And it is pretty safe to assume you are just purely trolling and don't actually have a point to make. Let me give you a hit. Play more tower ambush games, there are literally tons of them on Facebook, F* it, let me spell it out for you. Optimise the turret's range, put it "out" there way BEFORE THE BASE NOT INSIDE. The inside of the base is for the marine squad to deal with (stim-kite-etc). That should be a total no brainer IMO. You simply put turrets at the edge of your (main) base to stop the Medivacs or Warp Prisms from even getting their chance to unload stuff or warp in. I think Hyun did that really well to counter early Phoenix' from MC today in the Homestory cup by placing a Spore Crawler at both ends of all his mineral lines. That shut the harrass down completely. Being a miser and only putting one of them in the middle of the mineral line does nothing except make it a little harder to harrass. The only problem with such turret placement is that it costs a lot for not dealing a huge amount of damage (unlike the Spore vs. Mutalisk) AND you have to cover quite a lot of space. Offense (speed for air units and dropships) is favored too much by Blizzard IMO because they do not think it through. | ||
hummingbird23
Norway359 Posts
Without warpins, protoss drops are severely limited. 4 zealots are a laughable threat. The really dangerous part of warpprism drops is the clown-car nature, you don't know how much is going to appear (although one can estimate a max with relative certainty). | ||
Shiori
3815 Posts
On June 24 2013 01:22 Nimix wrote: Funny how every protoss post assumes that late game is equal and delaying production to build 2/3 turrets by base isn't a big deal for terrans. You should really play from the other side to understand, I don't know. The prism buff isn't THAT big of a deal now that they reduced the speed quite a lot (compared to the ridiculousness of the test map), but it's still important because it's now a permanent threat and you can't deal with it once and for all, and will be a problem as you need all your supply to attack and pressure protoss. Once again you can't compare what protoss needs to defend and what terran needs to defend, as their goal in the game is completely different in standard scenarios. Late game PvT is equal because no good argument has ever been put forward as to it being unequal, particularly in HotS where you have Helbats to mitigate chargelots. Permanent threats are good. They make the other race actually have to stay on their toes rather than just build one Spore/Turret/Cannon and then just forget about it (see DTs, Banshees, Oracles, Void Rays). Medivacs, Mutas and Warp Prisms are the exceptions to this. | ||
malaan
365 Posts
Must resist laddering sc2.. | ||
Sissors
1395 Posts
On June 24 2013 01:25 Rabiator wrote: Show nested quote + On June 23 2013 22:49 Cloak wrote: On June 23 2013 20:17 Xequecal wrote: On June 23 2013 12:42 GhostOwl wrote: On June 23 2013 11:32 Xequecal wrote: On June 23 2013 08:24 Jevity wrote: Is there a downside to keeping a bunker or two filled with marines/maruaders at each expansion when you play against protoss? Is it that you are keeping supply from your main army/drops? Yeah, there is. Terran units are the most cost-effective in the game, but they're the least supply-effective. As such, in the late game supply is Terran's most precious resource, and they can't waste it. Wut? Wat did I just read? Protoss is the least supply-effective race or a Roach-based Zerg army. No, Protoss is the most supply-effective race. A stalker beats a roach, and they're both 2 supply. Sure the stalker costs more, but Protoss is more supply-effective, as in X supply of Protoss units is almost always superior to X supply of units from the other two races. Protoss units are also generally not cost-effective. An immortal loses to 4 roaches or 3 marauders despite being the supposed hard counter to these units and costing about the same amount. However, the immortal is only 4 supply and 4 roaches/3 marauders are 8 and 6 supply. Most Protoss units are like this. I'm pretty sure even a colossus loses to 14 marines, but it beats an equal-supply 6 marines stupidly easily. Terran is the opposite. Marines are incredibly cheap for their damage output, but they still cost 1 supply each. A stalker beats 2 marines easily, hell so does a roach. Most Terran units are like this. The marauder is 100/25 for 2 supply. Terran has medivacs which basically increase the cost effectiveness of all their units, but eat up supply to do so. The whole race is balanced around this concept. That's why ghosts had to be nerfed repeatedly in WoL and why hellbats are getting nerfed now, they both went against this concept - they were overcosted units that were very supply-effective, going against the whole race philosophy. It's also why strategies like 1/1/1 were so ridiculous, if Terran can keep the economy low and keep the supply cap from being a factor, they will completely dominate the opponent with their far more cost-effective units. Cost efficiency is almost always preferable, because supply efficiency only matters if you're maxed, otherwise it's just the hidden cost of more supply needing to be built. Cost efficiency lets you dictate the game all the way until that 200/200. What's worse is that Z and T economies outpace P economy by a decent margin in a default macro game, further exasperating the disparity. That's where Protoss spells come in that need to entirely walloff landscape to make things possible. Exactly right ... supply efficiency is dwarfed by the cost efficiency and the remake efficiency and Zerg blows both other races out of the water with both. The game isnt really about the units but more about your economy and production capability and if you can hurt those of your opponent you have a clear advantage to win the game. A "slower" game like Broodwar is about supply efficiency, because producing units takes a while, but in SC2 it is ridiculously easy to reach that 200 supply limit. Show nested quote + On June 24 2013 01:22 Hattori_Hanzo wrote: On June 23 2013 22:50 Sissors wrote: Sigh, the bolded part shows you didn't understand a single thing I said in the last 3 posts. No I don't remember, nor ever did, because that has never been the goal of turret usage. Its only used that way because turrets in SC2 have ridiculous dps and people think you have to kill air units with them. I never said I was better, just learn to think for yourself instead of whining until a pro shows you how its done. And again your post is empty of any kind of useful content. You are only very agressive against terrans that we use turrets wrong, but refuse to say how we use them wrong and how we should use them instead. If we don't use them to kill/deny air units (that is effectively the same, if they can't kill air units, they also can't deny their presence in an area; you cannot deny warp prism play by placing a turret in the middle of your base and hoping the protoss is as ill informed as you are regarding its range. He will just use the prism outside turret range, or skims to the edge of it and tanks the damage), why on earth would we make them? Sure one in the front for detection, but besides that it would be fairly useless to make them. Anyway until you actually get to a higher level than your: LALALLALAA YOU USING THEM WRONG NOOB, level, I guess this is fairly pointless. And it is pretty safe to assume you are just purely trolling and don't actually have a point to make. Let me give you a hit. Play more tower ambush games, there are literally tons of them on Facebook, F* it, let me spell it out for you. Optimise the turret's range, put it "out" there way BEFORE THE BASE NOT INSIDE. The inside of the base is for the marine squad to deal with (stim-kite-etc). That should be a total no brainer IMO. You simply put turrets at the edge of your (main) base to stop the Medivacs or Warp Prisms from even getting their chance to unload stuff or warp in. Sadly I have just been told by them I (and every Terran player) is a complete retard for placing turrets at the edge of your main base, and instead you should place them in the center of your base. But now apparently we aren't supposed to put them at the edge, so I guess he means literally placing a turret outside your main base. Why on earth you would possibly want to do that is a mystery to me. It just gives the protoss free turret kills. Even if the toss would go right over the turret that for some reason he didn't kill yet, a warp prism easily survives that. Sure it gives vision, but there are cheaper options for vision. But anyway placing turrets early in the game outside your base is so idiotic that the only logical explanation is that I fell for a troll ![]() I think Hyun did that really well to counter early Phoenix' from MC today in the Homestory cup by placing a Spore Crawler at both ends of all his mineral lines. That shut the harrass down completely. Being a miser and only putting one of them in the middle of the mineral line does nothing except make it a little harder to harrass. Sadly If we have to believe the trolls here that also makes him a horrible player, since you should place one turret/spore in the center of your base, and the rest outside your base. (Sure bit harder for zerg, not impossible though). Edit: See: Let me guess, you think turrets need to be built on the edge of your base? No wonder you think it is "impossible". When you build a turret on the edge 50% of the coverage is completely wasted, remember prisms need to deploy over ground, they can't deploy units onto air space. So according to them you are wrong that you say turrets should be placed at the edge. (Where 'wrong' is the very mild version of bringing it). | ||
InVerno
258 Posts
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FeyFey
Germany10114 Posts
On June 24 2013 03:54 InVerno wrote: Well...45pages of discussion mixed with whine, for the most irrilevant balance patch ever seen in sc2.. there must be some sort of achievement for who have read it all? Not really irrelevant if a unit speed is changed so it can escape multiple units now in all matchups, that easily chased it down before. It is nice though the speed change will not matter to much on levels where kiting is no issue for players, but lower levels the prism will be a survival expert heh. | ||
sluggaslamoo
Australia4494 Posts
On June 24 2013 02:15 Sissors wrote: Show nested quote + On June 24 2013 01:25 Rabiator wrote: On June 23 2013 22:49 Cloak wrote: On June 23 2013 20:17 Xequecal wrote: On June 23 2013 12:42 GhostOwl wrote: On June 23 2013 11:32 Xequecal wrote: On June 23 2013 08:24 Jevity wrote: Is there a downside to keeping a bunker or two filled with marines/maruaders at each expansion when you play against protoss? Is it that you are keeping supply from your main army/drops? Yeah, there is. Terran units are the most cost-effective in the game, but they're the least supply-effective. As such, in the late game supply is Terran's most precious resource, and they can't waste it. Wut? Wat did I just read? Protoss is the least supply-effective race or a Roach-based Zerg army. No, Protoss is the most supply-effective race. A stalker beats a roach, and they're both 2 supply. Sure the stalker costs more, but Protoss is more supply-effective, as in X supply of Protoss units is almost always superior to X supply of units from the other two races. Protoss units are also generally not cost-effective. An immortal loses to 4 roaches or 3 marauders despite being the supposed hard counter to these units and costing about the same amount. However, the immortal is only 4 supply and 4 roaches/3 marauders are 8 and 6 supply. Most Protoss units are like this. I'm pretty sure even a colossus loses to 14 marines, but it beats an equal-supply 6 marines stupidly easily. Terran is the opposite. Marines are incredibly cheap for their damage output, but they still cost 1 supply each. A stalker beats 2 marines easily, hell so does a roach. Most Terran units are like this. The marauder is 100/25 for 2 supply. Terran has medivacs which basically increase the cost effectiveness of all their units, but eat up supply to do so. The whole race is balanced around this concept. That's why ghosts had to be nerfed repeatedly in WoL and why hellbats are getting nerfed now, they both went against this concept - they were overcosted units that were very supply-effective, going against the whole race philosophy. It's also why strategies like 1/1/1 were so ridiculous, if Terran can keep the economy low and keep the supply cap from being a factor, they will completely dominate the opponent with their far more cost-effective units. Cost efficiency is almost always preferable, because supply efficiency only matters if you're maxed, otherwise it's just the hidden cost of more supply needing to be built. Cost efficiency lets you dictate the game all the way until that 200/200. What's worse is that Z and T economies outpace P economy by a decent margin in a default macro game, further exasperating the disparity. That's where Protoss spells come in that need to entirely walloff landscape to make things possible. Exactly right ... supply efficiency is dwarfed by the cost efficiency and the remake efficiency and Zerg blows both other races out of the water with both. The game isnt really about the units but more about your economy and production capability and if you can hurt those of your opponent you have a clear advantage to win the game. A "slower" game like Broodwar is about supply efficiency, because producing units takes a while, but in SC2 it is ridiculously easy to reach that 200 supply limit. On June 24 2013 01:22 Hattori_Hanzo wrote: On June 23 2013 22:50 Sissors wrote: Sigh, the bolded part shows you didn't understand a single thing I said in the last 3 posts. No I don't remember, nor ever did, because that has never been the goal of turret usage. Its only used that way because turrets in SC2 have ridiculous dps and people think you have to kill air units with them. I never said I was better, just learn to think for yourself instead of whining until a pro shows you how its done. And again your post is empty of any kind of useful content. You are only very agressive against terrans that we use turrets wrong, but refuse to say how we use them wrong and how we should use them instead. If we don't use them to kill/deny air units (that is effectively the same, if they can't kill air units, they also can't deny their presence in an area; you cannot deny warp prism play by placing a turret in the middle of your base and hoping the protoss is as ill informed as you are regarding its range. He will just use the prism outside turret range, or skims to the edge of it and tanks the damage), why on earth would we make them? Sure one in the front for detection, but besides that it would be fairly useless to make them. Anyway until you actually get to a higher level than your: LALALLALAA YOU USING THEM WRONG NOOB, level, I guess this is fairly pointless. And it is pretty safe to assume you are just purely trolling and don't actually have a point to make. Let me give you a hit. Play more tower ambush games, there are literally tons of them on Facebook, F* it, let me spell it out for you. Optimise the turret's range, put it "out" there way BEFORE THE BASE NOT INSIDE. The inside of the base is for the marine squad to deal with (stim-kite-etc). That should be a total no brainer IMO. You simply put turrets at the edge of your (main) base to stop the Medivacs or Warp Prisms from even getting their chance to unload stuff or warp in. Sadly I have just been told by them I (and every Terran player) is a complete retard for placing turrets at the edge of your main base, and instead you should place them in the center of your base. But now apparently we aren't supposed to put them at the edge, so I guess he means literally placing a turret outside your main base. Why on earth you would possibly want to do that is a mystery to me. It just gives the protoss free turret kills. Even if the toss would go right over the turret that for some reason he didn't kill yet, a warp prism easily survives that. Sure it gives vision, but there are cheaper options for vision. But anyway placing turrets early in the game outside your base is so idiotic that the only logical explanation is that I fell for a troll ![]() Show nested quote + I think Hyun did that really well to counter early Phoenix' from MC today in the Homestory cup by placing a Spore Crawler at both ends of all his mineral lines. That shut the harrass down completely. Being a miser and only putting one of them in the middle of the mineral line does nothing except make it a little harder to harrass. Sadly If we have to believe the trolls here that also makes him a horrible player, since you should place one turret/spore in the center of your base, and the rest outside your base. (Sure bit harder for zerg, not impossible though). Edit: See: Show nested quote + Let me guess, you think turrets need to be built on the edge of your base? No wonder you think it is "impossible". When you build a turret on the edge 50% of the coverage is completely wasted, remember prisms need to deploy over ground, they can't deploy units onto air space. So according to them you are wrong that you say turrets should be placed at the edge. (Where 'wrong' is the very mild version of bringing it). Holy shit, I didn't know how people could be so dense. I don't even know why I bothered to help you when the only people you listen to you are people that agree with you. Why do you even play the game? How is it fun when instead of learning how to deal with something you just complain on forums? You completely ignored these posts by the way On June 24 2013 01:40 hummingbird23 wrote: A warp prism that runs into turret range, deploys and warps in any units is effectively a one use warpprism. A missile turret does 28 DPS and kills a prism in ~7 secs. Warp in takes 5 secs. Each turret zones out warpins in a diameter of 14. Without warpins, protoss drops are severely limited. 4 zealots are a laughable threat. The really dangerous part of warpprism drops is the clown-car nature, you don't know how much is going to appear (although one can estimate a max with relative certainty). On June 24 2013 00:28 hummingbird23 wrote: The turret isn't to blow up the prism as soon as it sees it. The turret zones out the prism from warping in units. Protoss is forced to keep a handful of stalkers in base (costing 125/50, mind you) or lose the game by bleeding out to medivac drops that deal 80DPS or hellbat havoc. Being able to shut down all air and drop harass (yes, even Oracles that cost 150/150 and a lousy deadend techroute) with 2-3 turrets and a handful of marines is a luxury that only Terrans have, and they're complaining that they can't catch a fleeing warp prism without having to stim to do so. What is this nonsense? And before the issue of dead space comes up, Terrans can produce a single viking without having to invest anything extra, not even addon time, while protoss is helpless to clear dead space because the gas investment is too high during the colossus/storm teching phase of the early midgame. All I can say is Sissors, have fun losing games to warp prisms because you would rather whine and complain than actually take a hint. You know figuring out how to deal with stuff is what makes the game fun, otherwise you are just another mindless robot. I seriously don't understand how this game is fun for you, washing the dishes is probably less mind-numbing than what you are doing. Also, I played all races equally in SC2, you only play Terran, right? The fact that I am having to repeat myself with quotes over and over again shows that you just don't care, you just want an excuse to whine. On June 23 2013 18:12 sluggaslamoo wrote: Let me guess, you think turrets need to be built on the edge of your base? No wonder you think it is "impossible". When you build a turret on the edge 50% of the coverage is completely wasted, remember prisms need to deploy over ground, they can't deploy units onto air space. There will be specific sections in the main and natural which should have more than enough coverage to deal with drops. The most likely positions will be near the middle of your main, and two covering the most critical spaces where the prism should be traveling. While the prism is playing Where's Wally to find a pocket of ground where it can actually deploy, its half dead and you have marines built from your barracks to finish it off and deal with the measly first warp in that will serve as a complete waste of resources and time for Protoss. Although I'm not sure why I'm wasting time on a lost cause, its obvious that you are going to ask me to spoon feed you where to place these turrets, or wait for a pro to show you without learning on your own. | ||
Plansix
United States60190 Posts
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