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Balance Test Map Soon July 8th - Page 21

Forum Index > SC2 General
631 CommentsPost a Reply
Prev 1 19 20 21 22 23 32 Next All
Ctone23
Profile Blog Joined December 2012
United States1841 Posts
Last Edited: 2014-07-09 20:46:44
July 09 2014 20:46 GMT
#401
On July 10 2014 05:32 Teoita wrote:
Farewell Templar openings, it was nice knowing you



I fail to see how that's the case with these changes? With the WM radius increase I assume?
TL+ Member
KatatoniK
Profile Blog Joined October 2013
United Kingdom978 Posts
July 09 2014 20:49 GMT
#402
On July 10 2014 05:46 Ctone23 wrote:
Show nested quote +
On July 10 2014 05:32 Teoita wrote:
Farewell Templar openings, it was nice knowing you



I fail to see how that's the case with these changes? With the WM radius increase I assume?



Yep, gotta prioritise detection or many probes could die.
Flying on the Jin Air hype plane. Lets go Maru, Rogue, sOs and the handsome CJ herO
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
Last Edited: 2014-07-09 20:53:52
July 09 2014 20:53 GMT
#403
Mines are already extremely strong vs Templar builds, if this also goes through i think it'll be the end of them because even presently mines absolutely devastate zealots (which is sad because they are far, far superiors for spectators, and require more skill than Colossus builds). It's not about having detection, but about actually being able to win fights
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Ctone23
Profile Blog Joined December 2012
United States1841 Posts
Last Edited: 2014-07-09 20:55:43
July 09 2014 20:53 GMT
#404
On July 10 2014 05:49 KatatoniK wrote:
Show nested quote +
On July 10 2014 05:46 Ctone23 wrote:
On July 10 2014 05:32 Teoita wrote:
Farewell Templar openings, it was nice knowing you



I fail to see how that's the case with these changes? With the WM radius increase I assume?



Yep, gotta prioritise detection or many probes could die.



I won't cry if toss loses one of their many openings

I really doubt they double the radius though, you could practically kill an entire mineral line with two well placed mines.
TL+ Member
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 09 2014 20:53 GMT
#405
On July 10 2014 05:49 KatatoniK wrote:
Show nested quote +
On July 10 2014 05:46 Ctone23 wrote:
On July 10 2014 05:32 Teoita wrote:
Farewell Templar openings, it was nice knowing you



I fail to see how that's the case with these changes? With the WM radius increase I assume?



Yep, gotta prioritise detection or many probes could die.


Not really the reason though, it's more because without colossi, protoss can't really deal with WM because there is nothing with enough range (stalkers take too much time and have barely the range to do so).
But imho it won't prevent P from playing like Sjaak did vs Ryung today, with HTs drops.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
July 09 2014 20:54 GMT
#406
On July 10 2014 05:53 Ctone23 wrote:
Show nested quote +
On July 10 2014 05:49 KatatoniK wrote:
On July 10 2014 05:46 Ctone23 wrote:
On July 10 2014 05:32 Teoita wrote:
Farewell Templar openings, it was nice knowing you



I fail to see how that's the case with these changes? With the WM radius increase I assume?



Yep, gotta prioritise detection or many probes could die.



I won't cry if toss loses one of their many openings


It's not about losing a few openings, it's about killing off a whole playstyle that is considerably less stupid than making colossi and amoving to victory with 3/3 or dieing to an scv pull.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 09 2014 20:55 GMT
#407
On July 10 2014 05:53 Teoita wrote:
Mines are already extremely strong vs Templar builds, if this also goes through i think it'll be the end of them because even presently mines absolutely devastate zealots (which is sad because they are far, far superiors for spectators, and require more skill than Colossus builds). It's not about having detection, but about actually being able to win fights


I don't really see they require more skill. One is aclic zealot with storm, the other is aclic colo stalker and blink/focus vikings.
Both are boring as fuck for the spectator. What the spectator like is how the terran deal with this, with big split and kite.
Ctone23
Profile Blog Joined December 2012
United States1841 Posts
July 09 2014 20:58 GMT
#408
On July 10 2014 05:54 Teoita wrote:
Show nested quote +
On July 10 2014 05:53 Ctone23 wrote:
On July 10 2014 05:49 KatatoniK wrote:
On July 10 2014 05:46 Ctone23 wrote:
On July 10 2014 05:32 Teoita wrote:
Farewell Templar openings, it was nice knowing you



I fail to see how that's the case with these changes? With the WM radius increase I assume?



Yep, gotta prioritise detection or many probes could die.



I won't cry if toss loses one of their many openings


It's not about losing a few openings, it's about killing off a whole playstyle that is considerably less stupid than making colossi and amoving to victory with 3/3 or dieing to an scv pull.


Well, I agree with you there. However, what option has the Terran had? Make bio and hope the toss makes a mistake or misread an scv pull?
TL+ Member
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
Last Edited: 2014-07-09 20:59:55
July 09 2014 20:59 GMT
#409
On July 10 2014 05:55 Faust852 wrote:
Show nested quote +
On July 10 2014 05:53 Teoita wrote:
Mines are already extremely strong vs Templar builds, if this also goes through i think it'll be the end of them because even presently mines absolutely devastate zealots (which is sad because they are far, far superiors for spectators, and require more skill than Colossus builds). It's not about having detection, but about actually being able to win fights


I don't really see they require more skill. One is aclic zealot with storm, the other is aclic colo stalker and blink/focus vikings.
Both are boring as fuck for the spectator. What the spectator like is how the terran deal with this, with big split and kite.


That is so untrue. Templar openings encourage both sides to micro way more, and make up for much more back and forth games because templar are (relatively) more replacable than Colossi. Also zealots can be split off more easily from your main army, so both sides have lots of opportunities to outplay and outmultitask each other.

Losing a single colossus is almost game ending, missing a storm isn't. At the same time, the very best terrans can truly show off their micro when dodging storms, which isn't nearly the case with colossi.

Compare, for example, this games from this series http://www.teamliquid.net/forum/sc2-strategy/445605-how-to-run-a-pvt-clinic-hero-at-iem to Classic vs Maru.

edit: i agree that it sucks Terran has too few options in PvT. Also giving Protoss too few options isn't the way to go though.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Sajaki
Profile Joined June 2011
Canada1135 Posts
July 09 2014 20:59 GMT
#410
On July 10 2014 05:29 TiberiusAk wrote:
Show nested quote +
On July 10 2014 04:31 fenix404 wrote:
i would like to point out that thor anti air outranges colossus. i have been suggesting this as a colo counter since HotS changed the ability to switch to single target AA. this will make is much more manageable in a larger army. thor change is good, and i would like to see them used more in TvP even if its just one or two. i would really hope that pros utilize this thor payload switch more often, i think it has more uses than we see.

I think the reason you don't see High Impact Payload used to counter colossus is the AA dps vs a colossus is 12, which is pretty low for a four-food unit. Two vikings give you 20 dps and have way better maneuverability.


since thors cost 6 food and not 4, this reason is even more to the point.
Inno pls...
Ctone23
Profile Blog Joined December 2012
United States1841 Posts
Last Edited: 2014-07-09 23:22:00
July 09 2014 21:03 GMT
#411
On July 10 2014 05:59 Teoita wrote:
i agree that it sucks Terran has too few options in PvT. Also giving Protoss too few options isn't the way to go though.


Yeah I would personally rather see a ghost buff and/or a tank buff with a +shield damage.

Dwf Suggestion List
TL+ Member
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
July 09 2014 21:06 GMT
#412
His suggestions are in the previous thread around page 20 i believe.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Big J
Profile Joined March 2011
Austria16289 Posts
July 09 2014 21:11 GMT
#413
On July 10 2014 05:59 Sajaki wrote:
Show nested quote +
On July 10 2014 05:29 TiberiusAk wrote:
On July 10 2014 04:31 fenix404 wrote:
i would like to point out that thor anti air outranges colossus. i have been suggesting this as a colo counter since HotS changed the ability to switch to single target AA. this will make is much more manageable in a larger army. thor change is good, and i would like to see them used more in TvP even if its just one or two. i would really hope that pros utilize this thor payload switch more often, i think it has more uses than we see.

I think the reason you don't see High Impact Payload used to counter colossus is the AA dps vs a colossus is 12, which is pretty low for a four-food unit. Two vikings give you 20 dps and have way better maneuverability.


since thors cost 6 food and not 4, this reason is even more to the point.

The main reason why you dont see high impact payload is that it is impossible to make Thors use it vs Colossi, as far as I know. They simply dont attacl them until they are in 7ground attack range and then use their 46dps attack instead of the 8-12 antair one.
abendrot
Profile Joined July 2014
14 Posts
July 09 2014 21:19 GMT
#414
Why no Buff to the Tank. I think the tank is almost fine in ZvsT. But they could just make it better against Protoss shields.
To make mech stronger against Protoss late. Buff the SIEG TANK!!!!!!!
submarine
Profile Joined March 2012
Germany290 Posts
July 09 2014 21:22 GMT
#415
Concerning Templar openings vs Widowmines:

What if they reduced the health of Mines from 90 to something under 80?
-Sniping mines before they borrow would be a little bit easier
-HTs would be a soft counter to widowmines even without detection, because they could use 1 storm to clear mines

I think this should be enough to make HT openings viable again.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
Last Edited: 2014-07-09 21:27:35
July 09 2014 21:27 GMT
#416
On July 10 2014 06:22 submarine wrote:
Concerning Templar openings vs Widowmines:

What if they reduced the health of Mines from 90 to something under 80?
-Sniping mines before they borrow would be a little bit easier
-HTs would be a soft counter to widowmines even without detection, because they could use 1 storm to clear mines

I think this should be enough to make HT openings viable again.


Protoss doesn't struggle in PvT at all so that would just be pointless. The matchup will just be more boring. I mean it would kind of work, but it's not something that is going to happen any time soon.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
submarine
Profile Joined March 2012
Germany290 Posts
July 09 2014 21:30 GMT
#417
On July 10 2014 06:11 Big J wrote:
Show nested quote +
On July 10 2014 05:59 Sajaki wrote:
On July 10 2014 05:29 TiberiusAk wrote:
On July 10 2014 04:31 fenix404 wrote:
i would like to point out that thor anti air outranges colossus. i have been suggesting this as a colo counter since HotS changed the ability to switch to single target AA. this will make is much more manageable in a larger army. thor change is good, and i would like to see them used more in TvP even if its just one or two. i would really hope that pros utilize this thor payload switch more often, i think it has more uses than we see.

I think the reason you don't see High Impact Payload used to counter colossus is the AA dps vs a colossus is 12, which is pretty low for a four-food unit. Two vikings give you 20 dps and have way better maneuverability.


since thors cost 6 food and not 4, this reason is even more to the point.

The main reason why you dont see high impact payload is that it is impossible to make Thors use it vs Colossi, as far as I know. They simply dont attacl them until they are in 7ground attack range and then use their 46dps attack instead of the 8-12 antair one.


It is possible to attack colossi with the alternative anti air mode:

The problem is that the DPS is so low that your bio will be dead before the colossi start to die.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 09 2014 21:30 GMT
#418
On July 10 2014 06:22 submarine wrote:
Concerning Templar openings vs Widowmines:

What if they reduced the health of Mines from 90 to something under 80?
-Sniping mines before they borrow would be a little bit easier
-HTs would be a soft counter to widowmines even without detection, because they could use 1 storm to clear mines

I think this should be enough to make HT openings viable again.


would be 1 bane less I think, not good.
Big J
Profile Joined March 2011
Austria16289 Posts
July 09 2014 21:36 GMT
#419
On July 10 2014 06:30 submarine wrote:
Show nested quote +
On July 10 2014 06:11 Big J wrote:
On July 10 2014 05:59 Sajaki wrote:
On July 10 2014 05:29 TiberiusAk wrote:
On July 10 2014 04:31 fenix404 wrote:
i would like to point out that thor anti air outranges colossus. i have been suggesting this as a colo counter since HotS changed the ability to switch to single target AA. this will make is much more manageable in a larger army. thor change is good, and i would like to see them used more in TvP even if its just one or two. i would really hope that pros utilize this thor payload switch more often, i think it has more uses than we see.

I think the reason you don't see High Impact Payload used to counter colossus is the AA dps vs a colossus is 12, which is pretty low for a four-food unit. Two vikings give you 20 dps and have way better maneuverability.


since thors cost 6 food and not 4, this reason is even more to the point.

The main reason why you dont see high impact payload is that it is impossible to make Thors use it vs Colossi, as far as I know. They simply dont attacl them until they are in 7ground attack range and then use their 46dps attack instead of the 8-12 antair one.


It is possible to attack colossi with the alternative anti air mode:
http://www.youtube.com/watch?v=Wi-057UPkjs
The problem is that the DPS is so low that your bio will be dead before the colossi start to die.

Oh cool. I didnt know that. Is that different to the normal GtA or can you do it with that as well?
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2014-07-09 21:46:01
July 09 2014 21:45 GMT
#420
On July 10 2014 06:36 Big J wrote:
Show nested quote +
On July 10 2014 06:30 submarine wrote:
On July 10 2014 06:11 Big J wrote:
On July 10 2014 05:59 Sajaki wrote:
On July 10 2014 05:29 TiberiusAk wrote:
On July 10 2014 04:31 fenix404 wrote:
i would like to point out that thor anti air outranges colossus. i have been suggesting this as a colo counter since HotS changed the ability to switch to single target AA. this will make is much more manageable in a larger army. thor change is good, and i would like to see them used more in TvP even if its just one or two. i would really hope that pros utilize this thor payload switch more often, i think it has more uses than we see.

I think the reason you don't see High Impact Payload used to counter colossus is the AA dps vs a colossus is 12, which is pretty low for a four-food unit. Two vikings give you 20 dps and have way better maneuverability.


since thors cost 6 food and not 4, this reason is even more to the point.

The main reason why you dont see high impact payload is that it is impossible to make Thors use it vs Colossi, as far as I know. They simply dont attacl them until they are in 7ground attack range and then use their 46dps attack instead of the 8-12 antair one.


It is possible to attack colossi with the alternative anti air mode:
http://www.youtube.com/watch?v=Wi-057UPkjs
The problem is that the DPS is so low that your bio will be dead before the colossi start to die.

Oh cool. I didnt know that. Is that different to the normal GtA or can you do it with that as well?


They should just bring back the 250mm cannons with a 50 second cooldown. 12 dps without splash is a joke for a 6 supply unit that costs 300/200
[url]http://i.imgur.com/lw2yN.jpg[/url]
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