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Community Feedback Update - February 4 - Page 15

Forum Index > SC2 General
298 CommentsPost a Reply
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cheekymonkey
Profile Joined January 2014
France1387 Posts
February 12 2016 17:22 GMT
#281
TimeSpiral is right
Paramisery
Profile Joined February 2016
10 Posts
February 12 2016 17:46 GMT
#282
Correct me if i'm wrong but, Protoss weapon and armor upgrades benefit all gateway units and robo units. If terran needs to implement some mech into their composition it will be at 0-0. That's another thing that bothered me about terran to be honest. People complain that terran players don't use a mixed composition, but in terms of upgrades you pretty much have to commit to either bio or mech. Further, armories cost 100 gas each, that's 100 gas you're not spending on upgrades or units, whereas a forge costs no gas.

At least this is how its always been, truth be told i haven't played lotv, the more i saw of it the less interested i got, which is sad because i love starcraft, but this game doesn't seem fun to me.
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 12 2016 17:47 GMT
#283
On February 12 2016 23:59 Acer.Scarlett` wrote:
Show nested quote +
On February 12 2016 23:57 Nebuchad wrote:
On February 12 2016 22:32 RaFox17 wrote:
On February 12 2016 06:27 DinoMight wrote:
On February 12 2016 06:07 Dangermousecatdog wrote:
How can protoss players still be repeating this gateway units are weak myth like a mantra?


Because the tech required to make gateway units good comes much later while stim/combat shields/concussive are all Barracks tech.

Additionally, MMM just moves around as one unit together. You can never fight MMM with just gateway units. You need storm, you need disruptors, you need Colossi.

So dropping 8 Zealots is not like dropping 2 medivacs full of MMM. The Medivacs, Marines, and Marauders together are a top class fighting unit. The gateway units that you're warping in solo (no splash, no archons, no energy on sentries) can't take MMM in a fight, regardless of upgrades, unless its in OVERWHELMING numbers.


Whether you're defending against a drop with a warpin or dropping a Terran player/warping in his base, you will always have the inferior army if there's just gateway units.

Gateway units alone are viable vs bio until stim finishes or in overwhelming numbers. That's about it.

This is why we refer to Gateway units as weak.

Note - this is not to say zealot warpins are bad. THey're great at killing workers and infrastructure when the Terran is out of position.I'm only talking about a heads up fight between MMM and bio. You can always rely on the Medivacs to be with the bio. You can't rely on all Protoss's advanced units to accompany drops or defensive warpins.



More accurate statement would be that they are sometimes weak against terran and zerg and sometimes really super strong. Saying that they are weak because they might get destroyed in certain situations is like saying ultras are weak cause ghost kill them so easily.


Under that definition no unit is ever weak. There's no such as a unit that is weak regardless of the situation.

meet mr swarmhost



Swarm hosts are very good against things that don't fire back
Cereal
Spyridon
Profile Joined April 2010
United States997 Posts
February 12 2016 18:34 GMT
#284
On February 13 2016 00:17 TimeSpiral wrote:
Show nested quote +
On February 12 2016 06:27 DinoMight wrote:
On February 12 2016 06:07 Dangermousecatdog wrote:
How can protoss players still be repeating this gateway units are weak myth like a mantra?


Because the tech required to make gateway units good comes much later while stim/combat shields/concussive are all Barracks tech.

Additionally, MMM just moves around as one unit together. You can never fight MMM with just gateway units. You need storm, you need disruptors, you need Colossi.

So dropping 8 Zealots is not like dropping 2 medivacs full of MMM. The Medivacs, Marines, and Marauders together are a top class fighting unit. The gateway units that you're warping in solo (no splash, no archons, no energy on sentries) can't take MMM in a fight, regardless of upgrades, unless its in OVERWHELMING numbers.


Whether you're defending against a drop with a warpin or dropping a Terran player/warping in his base, you will always have the inferior army if there's just gateway units.

Gateway units alone are viable vs bio until stim finishes or in overwhelming numbers. That's about it.

This is why we refer to Gateway units as weak.

Note - this is not to say zealot warpins are bad. THey're great at killing workers and infrastructure when the Terran is out of position.I'm only talking about a heads up fight between MMM and bio. You can always rely on the Medivacs to be with the bio. You can't rely on all Protoss's advanced units to accompany drops or defensive warpins.




Why, Dino? Why?!

Units that can be built from the barracks: Marine, Marauder, Reaper, Ghost.

Units that can be built from the Gateway / Warpgate (or are directly derived): Zealot, Adept, Stalker, Sentry, High Templar, Dark Templar, Archon.

Gateway units fucking shrecktify barracks units in so many situations. Adepts are ridiculously strong in the early game and gliaves makes them meaty DPS units later on. Chargelots do guaranteed damage now and also mitigate DPS by forcing micro, the Stalker is a skill unit, the Sentry is a crowd control / DPS mitigating spellcaster, High Templar obviously has splash with Storm, Dark Templar is advanced late-game harass / early-game cheese, and the Archon is a front-line auto-healing super tank with splash damage ... I'm not saying barrack units are bad, or even much worse, but "Gateway is weak" is a fucking absurd argument.

It is just a fact that Gateway units are strong. It is part of the racial identity: slightly more expensive, slightly stronger. Why even bother arguing against this? It's because people think the Medivac comes from the barracks. Smh.

The "Gateway tech is late vs Barracks tech is early" myth - Nobody rushes Stim. Very few plays rush combat shields. Shells aren't even a thing anymore. Plus, stim is actually useless unless you've teched to starport and started dumping gas into medivacs. This is well into the mid-game. Meanwhile, it's not uncommon to see Twilight openers with robos or with Stargate, it's practically standard!

I'm actually asking you to give it up, Dino. Just give it up. You're wrong, unless you're going to double-down and say that some Protoss players are opening Gateway and that's it. No robo, no Stargate. Nothing. Just Gateway. And then, for some reason, are taking fights versus Stimmed bio with Starport support out in the open. Lol. Please.

If you're going to compare an entire racial composition (i.e., bio with starport support) to one tech path for Protoss "Gateway" that's fine, but it's just a weird thing to do. But even then, Chargelot Archon HT with Stalker support can do reasonably well against MMM and you know it. Then if Ghosts come out it's pretty nice for Toss to have one of their other point-and-click AOE death spells : )

It's a pretty good match up right now, with maybe a few problems on both sides, but the balance leaning slightly in Protoss's favor. Dialing back the Marauder nerf is probably a good idea, especially if they're removing the tank again. A more meaningful Adept nerf, and I don't know if anything can be done about tempest rush on certain maps : /


I completely agree with most of what you say. Just 1 disagreement among that..

Plus, stim is actually useless unless you've teched to starport and started dumping gas into medivacs. This is well into the mid-game.


In LotV, medivacs are usually available in mere minutes. I would not call that "well in to mid-game".

Your overall point is still valid about the strength of the units. But medivacs are usually in production extremely early - pretty much as soon as most of the gateway units become available, medivacs are already in production.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
February 12 2016 19:10 GMT
#285
On February 13 2016 03:34 Spyridon wrote:
Show nested quote +
On February 13 2016 00:17 TimeSpiral wrote:
On February 12 2016 06:27 DinoMight wrote:
On February 12 2016 06:07 Dangermousecatdog wrote:
How can protoss players still be repeating this gateway units are weak myth like a mantra?


Because the tech required to make gateway units good comes much later while stim/combat shields/concussive are all Barracks tech.

Additionally, MMM just moves around as one unit together. You can never fight MMM with just gateway units. You need storm, you need disruptors, you need Colossi.

So dropping 8 Zealots is not like dropping 2 medivacs full of MMM. The Medivacs, Marines, and Marauders together are a top class fighting unit. The gateway units that you're warping in solo (no splash, no archons, no energy on sentries) can't take MMM in a fight, regardless of upgrades, unless its in OVERWHELMING numbers.


Whether you're defending against a drop with a warpin or dropping a Terran player/warping in his base, you will always have the inferior army if there's just gateway units.

Gateway units alone are viable vs bio until stim finishes or in overwhelming numbers. That's about it.

This is why we refer to Gateway units as weak.

Note - this is not to say zealot warpins are bad. THey're great at killing workers and infrastructure when the Terran is out of position.I'm only talking about a heads up fight between MMM and bio. You can always rely on the Medivacs to be with the bio. You can't rely on all Protoss's advanced units to accompany drops or defensive warpins.




Why, Dino? Why?!

Units that can be built from the barracks: Marine, Marauder, Reaper, Ghost.

Units that can be built from the Gateway / Warpgate (or are directly derived): Zealot, Adept, Stalker, Sentry, High Templar, Dark Templar, Archon.

Gateway units fucking shrecktify barracks units in so many situations. Adepts are ridiculously strong in the early game and gliaves makes them meaty DPS units later on. Chargelots do guaranteed damage now and also mitigate DPS by forcing micro, the Stalker is a skill unit, the Sentry is a crowd control / DPS mitigating spellcaster, High Templar obviously has splash with Storm, Dark Templar is advanced late-game harass / early-game cheese, and the Archon is a front-line auto-healing super tank with splash damage ... I'm not saying barrack units are bad, or even much worse, but "Gateway is weak" is a fucking absurd argument.

It is just a fact that Gateway units are strong. It is part of the racial identity: slightly more expensive, slightly stronger. Why even bother arguing against this? It's because people think the Medivac comes from the barracks. Smh.

The "Gateway tech is late vs Barracks tech is early" myth - Nobody rushes Stim. Very few plays rush combat shields. Shells aren't even a thing anymore. Plus, stim is actually useless unless you've teched to starport and started dumping gas into medivacs. This is well into the mid-game. Meanwhile, it's not uncommon to see Twilight openers with robos or with Stargate, it's practically standard!

I'm actually asking you to give it up, Dino. Just give it up. You're wrong, unless you're going to double-down and say that some Protoss players are opening Gateway and that's it. No robo, no Stargate. Nothing. Just Gateway. And then, for some reason, are taking fights versus Stimmed bio with Starport support out in the open. Lol. Please.

If you're going to compare an entire racial composition (i.e., bio with starport support) to one tech path for Protoss "Gateway" that's fine, but it's just a weird thing to do. But even then, Chargelot Archon HT with Stalker support can do reasonably well against MMM and you know it. Then if Ghosts come out it's pretty nice for Toss to have one of their other point-and-click AOE death spells : )

It's a pretty good match up right now, with maybe a few problems on both sides, but the balance leaning slightly in Protoss's favor. Dialing back the Marauder nerf is probably a good idea, especially if they're removing the tank again. A more meaningful Adept nerf, and I don't know if anything can be done about tempest rush on certain maps : /


I completely agree with most of what you say. Just 1 disagreement among that..

Show nested quote +
Plus, stim is actually useless unless you've teched to starport and started dumping gas into medivacs. This is well into the mid-game.


In LotV, medivacs are usually available in mere minutes. I would not call that "well in to mid-game".

Your overall point is still valid about the strength of the units. But medivacs are usually in production extremely early - pretty much as soon as most of the gateway units become available, medivacs are already in production.


Fair. I guess we're all still learning what the "mid-game" is to some extent. And in this particular match up (TvP), you'll often have a third CC right around the time you're building medivacs. That feels mid-game-ish to me. The standard opener is reactor on the rax, and then you tech, and your first couple units from the startport are usually Liberators (because Stim isn't finished yet). Medivacs and Stim are even further delayed by the need to build a usually one cyclone. You could definitely skip the cyclone and the liberators and rush medivacs, but you won't have stim yet, and if you do, you probably won't have enough units to survive the potential 2-base attack from Toss.

I guess my overarching point was that in LotV, in TvP especially, stim and medivacs have been pushed back from their HotS timing because of the need for mass marine / cyclone to "not die" and then the extra CC to "not die and fall behind economically" which is a thing right now in TvP.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2016-02-12 23:42:28
February 12 2016 22:40 GMT
#286
On February 13 2016 04:10 TimeSpiral wrote:
Show nested quote +
On February 13 2016 03:34 Spyridon wrote:
On February 13 2016 00:17 TimeSpiral wrote:
On February 12 2016 06:27 DinoMight wrote:
On February 12 2016 06:07 Dangermousecatdog wrote:
How can protoss players still be repeating this gateway units are weak myth like a mantra?


Because the tech required to make gateway units good comes much later while stim/combat shields/concussive are all Barracks tech.

Additionally, MMM just moves around as one unit together. You can never fight MMM with just gateway units. You need storm, you need disruptors, you need Colossi.

So dropping 8 Zealots is not like dropping 2 medivacs full of MMM. The Medivacs, Marines, and Marauders together are a top class fighting unit. The gateway units that you're warping in solo (no splash, no archons, no energy on sentries) can't take MMM in a fight, regardless of upgrades, unless its in OVERWHELMING numbers.


Whether you're defending against a drop with a warpin or dropping a Terran player/warping in his base, you will always have the inferior army if there's just gateway units.

Gateway units alone are viable vs bio until stim finishes or in overwhelming numbers. That's about it.

This is why we refer to Gateway units as weak.

Note - this is not to say zealot warpins are bad. THey're great at killing workers and infrastructure when the Terran is out of position.I'm only talking about a heads up fight between MMM and bio. You can always rely on the Medivacs to be with the bio. You can't rely on all Protoss's advanced units to accompany drops or defensive warpins.




Why, Dino? Why?!

Units that can be built from the barracks: Marine, Marauder, Reaper, Ghost.

Units that can be built from the Gateway / Warpgate (or are directly derived): Zealot, Adept, Stalker, Sentry, High Templar, Dark Templar, Archon.

Gateway units fucking shrecktify barracks units in so many situations. Adepts are ridiculously strong in the early game and gliaves makes them meaty DPS units later on. Chargelots do guaranteed damage now and also mitigate DPS by forcing micro, the Stalker is a skill unit, the Sentry is a crowd control / DPS mitigating spellcaster, High Templar obviously has splash with Storm, Dark Templar is advanced late-game harass / early-game cheese, and the Archon is a front-line auto-healing super tank with splash damage ... I'm not saying barrack units are bad, or even much worse, but "Gateway is weak" is a fucking absurd argument.

It is just a fact that Gateway units are strong. It is part of the racial identity: slightly more expensive, slightly stronger. Why even bother arguing against this? It's because people think the Medivac comes from the barracks. Smh.

The "Gateway tech is late vs Barracks tech is early" myth - Nobody rushes Stim. Very few plays rush combat shields. Shells aren't even a thing anymore. Plus, stim is actually useless unless you've teched to starport and started dumping gas into medivacs. This is well into the mid-game. Meanwhile, it's not uncommon to see Twilight openers with robos or with Stargate, it's practically standard!

I'm actually asking you to give it up, Dino. Just give it up. You're wrong, unless you're going to double-down and say that some Protoss players are opening Gateway and that's it. No robo, no Stargate. Nothing. Just Gateway. And then, for some reason, are taking fights versus Stimmed bio with Starport support out in the open. Lol. Please.

If you're going to compare an entire racial composition (i.e., bio with starport support) to one tech path for Protoss "Gateway" that's fine, but it's just a weird thing to do. But even then, Chargelot Archon HT with Stalker support can do reasonably well against MMM and you know it. Then if Ghosts come out it's pretty nice for Toss to have one of their other point-and-click AOE death spells : )

It's a pretty good match up right now, with maybe a few problems on both sides, but the balance leaning slightly in Protoss's favor. Dialing back the Marauder nerf is probably a good idea, especially if they're removing the tank again. A more meaningful Adept nerf, and I don't know if anything can be done about tempest rush on certain maps : /


I completely agree with most of what you say. Just 1 disagreement among that..

Plus, stim is actually useless unless you've teched to starport and started dumping gas into medivacs. This is well into the mid-game.


In LotV, medivacs are usually available in mere minutes. I would not call that "well in to mid-game".

Your overall point is still valid about the strength of the units. But medivacs are usually in production extremely early - pretty much as soon as most of the gateway units become available, medivacs are already in production.


Fair. I guess we're all still learning what the "mid-game" is to some extent. And in this particular match up (TvP), you'll often have a third CC right around the time you're building medivacs. That feels mid-game-ish to me. The standard opener is reactor on the rax, and then you tech, and your first couple units from the startport are usually Liberators (because Stim isn't finished yet). Medivacs and Stim are even further delayed by the need to build a usually one cyclone. You could definitely skip the cyclone and the liberators and rush medivacs, but you won't have stim yet, and if you do, you probably won't have enough units to survive the potential 2-base attack from Toss.

I guess my overarching point was that in LotV, in TvP especially, stim and medivacs have been pushed back from their HotS timing because of the need for mass marine / cyclone to "not die" and then the extra CC to "not die and fall behind economically" which is a thing right now in TvP.


Yep... As I stated your point is still valid.

It's just that the economy ramps up so fast in LotV, the lines between early and midgame have been blurred. Which imo, inadvertently causes many of the balance issues we're seeing in game these days. Your not really strategically trying to buy your time with your T1/T1.5 units for a few mins to reach the midgame tech anymore, it's basically already in process/production by the time your T1/1.5 tech is available. Not very much time to utilize the early game units, as by the time you get there production is nearly completed for your opponent.

Taking this in to consideration with your example, from a design perspective it doesn't really make sense that stim is not available until after liberator, which in theory should be much later tech. The later tech is available first (so therefore becomes priority), and then you need to play catch-up with the T1 tech to be able to assist the late tech, rather than a natural progression through the tech tree.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2016-02-16 21:01:35
February 16 2016 20:58 GMT
#287
I've never said Gateway units are outright bad.

Gateway units ALONE are bad against MMM (that last M being MEDIVACS). That's what I've been saying. Unless you have overwhelming numbers, Zealots/Stalkers/Adepts/DTs/Sentries/Archons will never win a straight up fight against MMM.

And they shouldn't. You should need to build support units like Disruptors, Colossi, and Templar.

The issue is with the mobility of the support units. Medivacs are fast and fly. They can keep up with the bio. Disruptors and Templar are not very mobile. Also, they can't be warped in. So they can't always be with the gateway units.

So oftentimes fights happen when Gateway units need to face off against MMM without their supporting units. And in those cases, they get shrekt. That's where "gateway units are bad" comes from.

EDIT - also when Terran loses a fight they can boost away their medivacs, saving their vital support units. When Protoss loses a fight, the expensive support units are much harder to save due to their low mobility. So for the next fight you have MMM again against gateway units but with fewer support units or even Templar with no energy.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Lexender
Profile Joined September 2013
Mexico2627 Posts
February 16 2016 22:13 GMT
#288
On February 17 2016 05:58 DinoMight wrote:
I've never said Gateway units are outright bad.

Gateway units ALONE are bad against MMM (that last M being MEDIVACS). That's what I've been saying. Unless you have overwhelming numbers, Zealots/Stalkers/Adepts/DTs/Sentries/Archons will never win a straight up fight against MMM.

And they shouldn't. You should need to build support units like Disruptors, Colossi, and Templar.

The issue is with the mobility of the support units. Medivacs are fast and fly. They can keep up with the bio. Disruptors and Templar are not very mobile. Also, they can't be warped in. So they can't always be with the gateway units.

So oftentimes fights happen when Gateway units need to face off against MMM without their supporting units. And in those cases, they get shrekt. That's where "gateway units are bad" comes from.

EDIT - also when Terran loses a fight they can boost away their medivacs, saving their vital support units. When Protoss loses a fight, the expensive support units are much harder to save due to their low mobility. So for the next fight you have MMM again against gateway units but with fewer support units or even Templar with no energy.


If both have their critical upgrades (stim,cs, concusive vs charge,glaive,blink) I'd wouldn't really know if that would be the case, adepts with glaive deal with marines very well, blink stalkers can chase running medivacs (and this have been the case since HotS and even WoL, so don't tell me terrans can run risk free with all their stuff) archons to tank/splash and some guardian shield, wich is actually very good since marines only do 6 damage and marauders are affected twice by it.

It say gateway units have more than a good chance to deal with MMM very well, add storm/feed back and you could get a very strong army of pure gateway units.
Charoisaur
Profile Joined August 2014
Germany15928 Posts
February 16 2016 22:14 GMT
#289
On February 17 2016 05:58 DinoMight wrote:
I've never said Gateway units are outright bad.

Gateway units ALONE are bad against MMM (that last M being MEDIVACS). That's what I've been saying. Unless you have overwhelming numbers, Zealots/Stalkers/Adepts/DTs/Sentries/Archons will never win a straight up fight against MMM.

And they shouldn't. You should need to build support units like Disruptors, Colossi, and Templar.

The issue is with the mobility of the support units. Medivacs are fast and fly. They can keep up with the bio. Disruptors and Templar are not very mobile. Also, they can't be warped in. So they can't always be with the gateway units.

So oftentimes fights happen when Gateway units need to face off against MMM without their supporting units. And in those cases, they get shrekt. That's where "gateway units are bad" comes from.

EDIT - also when Terran loses a fight they can boost away their medivacs, saving their vital support units. When Protoss loses a fight, the expensive support units are much harder to save due to their low mobility. So for the next fight you have MMM again against gateway units but with fewer support units or even Templar with no energy.

last time I checked high templars were produced from gateways/warpgates.
Many of the coolest moments in sc2 happen due to worker harassment
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
February 16 2016 22:32 GMT
#290
Sigh it's like you guys don't even read my posts.

Templar are slow and don't spawn with enough energy to cast storm. So they're not available as part of a quick defensive/offensive warpin.

Also a pure gateway army can absolutely not fight a Terran bio based army. Not with Liberators and Widow Mines.

Not on even economic terms, at least. Blinking under Liberators = instant death for all your Stalkers. Adepts can't outrange Mines. It's just bad news.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
February 16 2016 22:34 GMT
#291
Also (2) it's very rare that a fight happens where the Terran's entire Medivac count gets reset... much less rare than Protoss losing his entire army and support units...
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Lexender
Profile Joined September 2013
Mexico2627 Posts
February 17 2016 02:04 GMT
#292
On February 17 2016 07:32 DinoMight wrote:
Sigh it's like you guys don't even read my posts.

Templar are slow and don't spawn with enough energy to cast storm. So they're not available as part of a quick defensive/offensive warpin.

Also a pure gateway army can absolutely not fight a Terran bio based army. Not with Liberators and Widow Mines.

Not on even economic terms, at least. Blinking under Liberators = instant death for all your Stalkers. Adepts can't outrange Mines. It's just bad news.


The discussion was never about that, you said a pure gateway army couldn't fight MMM in equal terms, nothing about mines/libs or about having the gateway army being instantly warped and usable.

Those 2 are other discussion.
90ti
Profile Joined August 2010
United States100 Posts
February 17 2016 02:13 GMT
#293
On February 17 2016 07:14 Charoisaur wrote:
Show nested quote +
On February 17 2016 05:58 DinoMight wrote:
I've never said Gateway units are outright bad.

Gateway units ALONE are bad against MMM (that last M being MEDIVACS). That's what I've been saying. Unless you have overwhelming numbers, Zealots/Stalkers/Adepts/DTs/Sentries/Archons will never win a straight up fight against MMM.

And they shouldn't. You should need to build support units like Disruptors, Colossi, and Templar.

The issue is with the mobility of the support units. Medivacs are fast and fly. They can keep up with the bio. Disruptors and Templar are not very mobile. Also, they can't be warped in. So they can't always be with the gateway units.

So oftentimes fights happen when Gateway units need to face off against MMM without their supporting units. And in those cases, they get shrekt. That's where "gateway units are bad" comes from.

EDIT - also when Terran loses a fight they can boost away their medivacs, saving their vital support units. When Protoss loses a fight, the expensive support units are much harder to save due to their low mobility. So for the next fight you have MMM again against gateway units but with fewer support units or even Templar with no energy.

last time I checked high templars were produced from gateways/warpgates.


i'm guessing you started playing post WOL?
Phredxor
Profile Joined May 2013
New Zealand15076 Posts
February 17 2016 02:26 GMT
#294
Why on earth would anyone expect a pure gateway army without storm even to be able to fight straight up against bio with libs/mines/Medivacs..

May as well say roaches can't beat void rays.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
February 17 2016 03:10 GMT
#295
The point about Liberators and Widow Mines was not the important part.

The part about all Protoss' support units dying in a fight but not the Medivacs is by far the more important one.


In theory pure gateway should not have to fight MMM but in practice it does because if Protoss ever loses a fight everything gets reset.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
90ti
Profile Joined August 2010
United States100 Posts
February 17 2016 03:36 GMT
#296
in theory the new prism would've helped a lot back then, but not enough in and of itself
Lexender
Profile Joined September 2013
Mexico2627 Posts
February 17 2016 03:39 GMT
#297
On February 17 2016 12:10 DinoMight wrote:
The point about Liberators and Widow Mines was not the important part.

The part about all Protoss' support units dying in a fight but not the Medivacs is by far the more important one.


In theory pure gateway should not have to fight MMM but in practice it does because if Protoss ever loses a fight everything gets reset.


I've tested pure gateway vs MMM on the unit tester and if both sides have critical upgrades (glaive,stim,etc) a pure gateway army (zealot,stalker,adept, sentry) can defeat a MMM army pretty well, with varying results depending on compositions, but always on equal or close to equal supply/resources.

Go ahead and see for youself, I've tested many compositions and get the same results.
seemsgood
Profile Joined January 2016
5527 Posts
February 17 2016 04:17 GMT
#298
With adept terran can't fight cost effect vs right click gateway units without liberator whatever it win or lose outside liberator's zone.
Supply never one side favor for terran anymore.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
February 18 2016 20:59 GMT
#299
On February 17 2016 07:32 DinoMight wrote:
Sigh it's like you guys don't even read my posts.

Templar are slow and don't spawn with enough energy to cast storm. So they're not available as part of a quick defensive/offensive warpin.

Also a pure gateway army can absolutely not fight a Terran bio based army. Not with Liberators and Widow Mines.

Not on even economic terms, at least. Blinking under Liberators = instant death for all your Stalkers. Adepts can't outrange Mines. It's just bad news.


It's because I already won the argument. It's a particularly robust myth that Gateway units are "weak" (implying, weaker than Bio play), and is even less true in LotV than it ever was in HotS or WoL. So every once in a while we have to explain it out in a thorough way.

It's always conditional.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
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