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Community Feedback Update - March 8 - Page 11

Forum Index > SC2 General
277 CommentsPost a Reply
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Vanadiel
Profile Joined April 2012
France961 Posts
March 09 2016 16:22 GMT
#201
I think muta play is in a okay place in ZvZ, overall it seems pretty even. Compared to HoTS you can't deny the third base as sometimes you could, you can more freely build Hydralisk now that you can transition toward lurkers and nyddus is now a bigger threat.
Big J
Profile Joined March 2011
Austria16289 Posts
March 09 2016 16:44 GMT
#202
Right now on TING, SolO showcased perfectly how to beat a mutalisk strategy in a macro game, even if you are behind.
An even better example would be Snute vs Hydra from the WCS semifinals.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16788 Posts
Last Edited: 2016-03-09 17:20:19
March 09 2016 17:19 GMT
#203
On March 10 2016 00:59 Big J wrote:
Show nested quote +
On March 10 2016 00:54 JimmyJRaynor wrote:
On March 10 2016 00:27 Hider wrote:
But hey, why give the option to have another terran core composition that may give unused terran units new support roles.


No let's instead have terrible maps in the pool that noone wants to play because they create "exciting" and "different" games. Why would you want to make a unit composition that your customers actually want to play viable? That seems like a weird way of rewarding diverrsity.

# David Kim logic.


i like the map pool
i'm having fun.

i'd like terran to be slightly more ground oriented .. that said ... its a nit-picky type of criticism that won't stop me from playing.


The map pool has been around for way too long. But except for Central Protocol they weren't half as bad as people say. But again, way overplayed. Look at how people complained about amazing maps like Overgrowth and King Sejong Station after a year in competitive play. Orbital Shipard has been around for equally long and never was at quite that level to begin with.


previous poster stated no one wants to play on the maps. i do. post is incorrect and indicative of the myopic, echo chamber TL.Net can be.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Charoisaur
Profile Joined August 2014
Germany15979 Posts
March 09 2016 17:40 GMT
#204
On March 10 2016 00:59 Big J wrote:
Show nested quote +
On March 10 2016 00:54 JimmyJRaynor wrote:
On March 10 2016 00:27 Hider wrote:
But hey, why give the option to have another terran core composition that may give unused terran units new support roles.


No let's instead have terrible maps in the pool that noone wants to play because they create "exciting" and "different" games. Why would you want to make a unit composition that your customers actually want to play viable? That seems like a weird way of rewarding diverrsity.

# David Kim logic.


i like the map pool
i'm having fun.

i'd like terran to be slightly more ground oriented .. that said ... its a nit-picky type of criticism that won't stop me from playing.


The map pool has been around for way too long. But except for Central Protocol they weren't half as bad as people say. But again, way overplayed. Look at how people complained about amazing maps like Overgrowth and King Sejong Station after a year in competitive play. Orbital Shipard has been around for equally long and never was at quite that level to begin with.

Yeah with the changes to central protocol and prion terraces I think the mappool is actually decent.
We just don't have a stand-out map like overgrowth etc.
I wouldn't be sad if any of the current maps get removed however I was extremely sad when KSS, Merry go round, vaani research station, echo, akilon waste, daybreak, cloud kingdom, belshir vestige, frost, whirlwind etc got removed.
Many of the coolest moments in sc2 happen due to worker harassment
BingbingBOPOMOFO
Profile Joined July 2015
21 Posts
March 09 2016 18:55 GMT
#205
Siege tanks are here to stay thank god. I swear some of the community is just so idiotic.
Hider
Profile Blog Joined May 2010
Denmark9402 Posts
March 09 2016 18:58 GMT
#206
On March 10 2016 02:19 JimmyJRaynor wrote:
Show nested quote +
On March 10 2016 00:59 Big J wrote:
On March 10 2016 00:54 JimmyJRaynor wrote:
On March 10 2016 00:27 Hider wrote:
But hey, why give the option to have another terran core composition that may give unused terran units new support roles.


No let's instead have terrible maps in the pool that noone wants to play because they create "exciting" and "different" games. Why would you want to make a unit composition that your customers actually want to play viable? That seems like a weird way of rewarding diverrsity.

# David Kim logic.


i like the map pool
i'm having fun.

i'd like terran to be slightly more ground oriented .. that said ... its a nit-picky type of criticism that won't stop me from playing.


The map pool has been around for way too long. But except for Central Protocol they weren't half as bad as people say. But again, way overplayed. Look at how people complained about amazing maps like Overgrowth and King Sejong Station after a year in competitive play. Orbital Shipard has been around for equally long and never was at quite that level to begin with.


previous poster stated no one wants to play on the maps. i do. post is incorrect and indicative of the myopic, echo chamber TL.Net can be.


And I think you need to understand that there are outliars in this world. Would you really disagree that the general community has voiced a strong dislike towards the new maps?
Cyro
Profile Blog Joined June 2011
United Kingdom20309 Posts
Last Edited: 2016-03-09 19:27:44
March 09 2016 19:15 GMT
#207
On March 10 2016 03:58 Hider wrote:
Show nested quote +
On March 10 2016 02:19 JimmyJRaynor wrote:
On March 10 2016 00:59 Big J wrote:
On March 10 2016 00:54 JimmyJRaynor wrote:
On March 10 2016 00:27 Hider wrote:
But hey, why give the option to have another terran core composition that may give unused terran units new support roles.


No let's instead have terrible maps in the pool that noone wants to play because they create "exciting" and "different" games. Why would you want to make a unit composition that your customers actually want to play viable? That seems like a weird way of rewarding diverrsity.

# David Kim logic.


i like the map pool
i'm having fun.

i'd like terran to be slightly more ground oriented .. that said ... its a nit-picky type of criticism that won't stop me from playing.


The map pool has been around for way too long. But except for Central Protocol they weren't half as bad as people say. But again, way overplayed. Look at how people complained about amazing maps like Overgrowth and King Sejong Station after a year in competitive play. Orbital Shipard has been around for equally long and never was at quite that level to begin with.


previous poster stated no one wants to play on the maps. i do. post is incorrect and indicative of the myopic, echo chamber TL.Net can be.


And I think you need to understand that there are outliars in this world. Would you really disagree that the general community has voiced a strong dislike towards the new maps?



We have a poll of 7226 votes on the front page of TL - the three most imbalanced maps are the least liked
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Ouija
Profile Joined December 2011
United States129 Posts
March 09 2016 20:09 GMT
#208
- Some of the staler, more boring games (to play and watch) have been mech only.


I guess good job in creating something that you think is boring? I guess mech will stay that way forever since you don't want to make any changes to it? Do you just not care that part of your game is boring?

If terran strategic diversity was really what you are worried about then you would want mech to be a stand alone comp. I don't really consider MMM + anything every game to be diverse. It just depends on what you need as a terran, whether it be a meat shield, splash dmg, or AA support. The core army is always the same though... That sounds a bit stale to me.

xongnox
Profile Joined November 2011
540 Posts
Last Edited: 2016-03-09 20:44:25
March 09 2016 20:43 GMT
#209
On March 09 2016 07:44 purakushi wrote:
[image loading]
Source


Siege Tank change

Internally, we tried the changes proposed in recent weeks and they may have felt better than just removing Siege mode pick up entirely. We also tried the popular suggestion of picking up Siege Tanks in Siege mode, with them reverting to normal mode while carried by the Medivac. This wasn’t as good of a solution as increasing the delay before firing because it provides fewer knobs to tune. With this method, we have to make the delay before players can unload Siege Tanks equal to the unsiege time to prevent Medivac pickup from being the main way players should unsiege their tanks. Instead, we can adjust the firing delay upon being dropped to what feels best after testing, from where it is now to the same time it would take to unsiege.


We should, from a design point of view, keep a relative immobility of the Siege Tank, but LOTV being fast and furious, the actual tank without medivac feel painfully slow, and is very slow versus other slow-mobility units (lurkers, disruptors, collosus, etc. ). Only BL matches them.

Blizzard proposition :
While definitively improving TvT a bit, thanks to tankivacs not being speed-boosted to chase marines flocks, and making instant abusive re-positioning a bit more dangerous vs stimed marines, tankivacs will still be the way to go in TvT and TvZ. Simply a bit less powerful.

Siege vs Unsiege :
While Siege Time Delay is important to keep a slow mobility while attacking (that's actually one of the main issues with Tankivacs ), Unsiege Time delay principally penalize a defending player re-positioning his army (from third base to 4th, for instance )

A Proposition :
So a moderate time reduction to siege (to 3/4 or 1/2 of the actual time) with a drastic time reduction to unsiege (to less than 1/4 of actual time) could improve the tank a lot, while still fulfilling his fantasy.
To be relevant, this changes should come along a tankivac change : either a plain removal, or with Siege Pick-Up+Unsiege drop. In this case, the incentive to use medivac to only unsiege would be very, very small.

Poll: Your Prefered Solution :

Siege & Unsiege delays nerfs + Siege Pick-up-Unsiege drop (7)
 
35%

Siege & Unsiege delays nerfs + Tankivac Removal (7)
 
35%

Blizzard's Delayed Time To Fire After Undrop (6)
 
30%

20 total votes

Your vote: Your Prefered Solution :

(Vote): Blizzard's Delayed Time To Fire After Undrop
(Vote): Siege & Unsiege delays nerfs + Tankivac Removal
(Vote): Siege & Unsiege delays nerfs + Siege Pick-up-Unsiege drop



Vanadiel
Profile Joined April 2012
France961 Posts
March 09 2016 20:49 GMT
#210
On March 09 2016 11:41 avilo wrote:
Don't have words for their update.

Their update is terrible. Honestly pretty frustrated they won't listen to anyone, including myself about how to make mech viable. It's really simple - make thors/cyclones able to kill air units so less supply has to be invested into mass vikings which forces turtling and 20-40 more supply late game can be put into mech units and more factories.


What a surprise! The words of a man insulting everyone of hackers, disrespectful toward Blizzard team, which has never been performing in any tournament, have not been listened when suggesting to add nuclear bomb to Thors? Go figure why, because I really do not understand them.
xongnox
Profile Joined November 2011
540 Posts
Last Edited: 2016-03-09 21:07:07
March 09 2016 21:05 GMT
#211
On March 09 2016 07:44 purakushi wrote:
Source

Overlord drop

We would also like to discuss the strength of Zerg drops in PvZ. We definitely hear feedback, especially from our KR community, and are keeping a close eye on this strategy as well as having regular discussions on what the best move is here.

While this is another good hook to help out Protoss in PvZ if needed, we worry that it won’t be easy to do a minor nerf where we can still see this strategy happen. There are only so many building requirements that we can place to this, so it won’t be easy to target specific areas with a slight nerf. Still, we need to ensure that this strategy remains viable because this type of diversity helps makes the game fun. Zerg macro play has often relied on defending and droning up, so it’s quite cool seeing more offensive options from Zerg, including this strategy and the early Ravager options.

Obviously, if there is a clear balance issue, we would definitely have to address it, but we wonder if we can do the Ravager timing nerf first, and then discuss this one if further nerfs to Zerg are needed in ZvP.


I feel like the issue with the zerglings+queens drop all-in on close-by-air positions is.. the queens. The Queen is a very, very good early-game unit, becoming awesome with some heals in stock. Usually it is balanced by total immobility off-creep, thus making it an purely defensive unit.
But with early drops at a moderate price, and only 2 cargo supply, it breaks the rules.

Nerfing it to take at least 3, or preferably 4, cargo supply, would make this very, very strong all-in a bit less powerful without impacting other areas of the game.

Poll: A Queen Should Take:

4 cargo supply (15)
 
71%

2 cargo supply ( current) (4)
 
19%

3 cargo supply (2)
 
10%

21 total votes

Your vote: A Queen Should Take:

(Vote): 2 cargo supply ( current)
(Vote): 3 cargo supply
(Vote): 4 cargo supply



Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 09 2016 21:47 GMT
#212
On March 09 2016 22:19 Hider wrote:
Show nested quote +
When they came up with the tankivac everyone said it would change the nature of the siege tank and would create very obnoxious harassment and would make TvT even less positional


To be fair, it's not that simple. TvT tank + marine isn't less positional than it was in HOTS. However, the issue is that it makes it much harder to control the units, which significantly raises the learning barrier, and opportunites for a ton of small mistakes that costs you the game.

And from their perspective, if they nerfed Siege tank pick up, Ravagers would be overpowered; hence they needed to be sure that Ravagers should be nerfed as well.

I can see how siege tanks need the defensive mobility the medivac gives them in a game where corrosive bile exists, but the effects still were predicted very early on.

But I just get very depressed following DK's design decisions, because it always feels so lazy, shallow and reactive, and whenever I read anything he writes I despair at the inconsistencies and lack of logic. It's kinda like you're in a relationship with someone for many years and despite them having many positive qualities you eventually realize that deep down you really just don't like and respect them. It's not an immediate judgment, and it is difficult to explain, but it is a feeling which becomes overwhelming over time.

It is so apparent to me that you can virtually never take DK at face value and that all his decisions are at heart confused and misguided, even if the damage is mitigated by his professional skills and inertia of the design process. The fact that whatever he writes is muddled by PR considerations makes it even more unintelligible. There are so many things in SC2 that could have and should have been done better, and not just in retrospect. If you or I can predict negative consequences of design decisions then Blizzard should also be able to, and more, they should be able to fix them before they become problematic. If Blizzard is incapable of this (which they often are), then their designers do not meet the standards I expect of them, ergo DK's analytical skills are not adequate for his position. *mutters*
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Spyridon
Profile Joined April 2010
United States997 Posts
March 09 2016 22:26 GMT
#213
On March 10 2016 06:47 Grumbels wrote:
Show nested quote +
On March 09 2016 22:19 Hider wrote:
When they came up with the tankivac everyone said it would change the nature of the siege tank and would create very obnoxious harassment and would make TvT even less positional


To be fair, it's not that simple. TvT tank + marine isn't less positional than it was in HOTS. However, the issue is that it makes it much harder to control the units, which significantly raises the learning barrier, and opportunites for a ton of small mistakes that costs you the game.

And from their perspective, if they nerfed Siege tank pick up, Ravagers would be overpowered; hence they needed to be sure that Ravagers should be nerfed as well.

I can see how siege tanks need the defensive mobility the medivac gives them in a game where corrosive bile exists, but the effects still were predicted very early on.

But I just get very depressed following DK's design decisions, because it always feels so lazy, shallow and reactive, and whenever I read anything he writes I despair at the inconsistencies and lack of logic. It's kinda like you're in a relationship with someone for many years and despite them having many positive qualities you eventually realize that deep down you really just don't like and respect them. It's not an immediate judgment, and it is difficult to explain, but it is a feeling which becomes overwhelming over time.

It is so apparent to me that you can virtually never take DK at face value and that all his decisions are at heart confused and misguided, even if the damage is mitigated by his professional skills and inertia of the design process. The fact that whatever he writes is muddled by PR considerations makes it even more unintelligible. There are so many things in SC2 that could have and should have been done better, and not just in retrospect. If you or I can predict negative consequences of design decisions then Blizzard should also be able to, and more, they should be able to fix them before they become problematic. If Blizzard is incapable of this (which they often are), then their designers do not meet the standards I expect of them, ergo DK's analytical skills are not adequate for his position. *mutters*


The thing is, he was originally just a player, then a balancer... not a designer. But they started putting design decisions in his hands... They started blurring the liens between the two. While the two should at times work together to come up with a solution, in the end they should be completely separated, as design should be set as a priority THEN balancing work can take place. The balance must be applied in the framework of the design, not the other way around.

But as you stated, much (most?) of it is PR. These reasons we're being given in most circumstances aren't even what's really going on. You can find many examples of them bending the truth, or just straight up not telling the truth, at least when it comes to the dev team behind this game.

To the earlier posts saying hes a "9.5/10" game designer... By what standards or credentials??? He was only a CS major with no design history when he was hired by Blizzard for balancing. He has no actual game design history or credentials, and many of the decisions he makes are straight up rookie mistakes in software development (not even getting in to game design, where he admits to choosing inferior design decisions).

I don't even think his analytical skills are the problem. He's just not an actual designer so he's chasing the wrong carrot for solutions, instead of sticking to what he's good at, which is balancing the numbers.
Fran_
Profile Joined June 2010
United States1024 Posts
March 09 2016 22:41 GMT
#214
On March 09 2016 08:32 CheddarToss wrote:
Show nested quote +
On March 09 2016 08:20 Fran_ wrote:
On March 09 2016 08:08 Charoisaur wrote:
So increasing the delay before firing is better than entirely removing siege tank pickup because "it feels better"?
What a great reasoning.


It actually is pretty good reasoning: they can keep a cool and diverse mechanics in the game that shows off skills, but still tweaking it through a couple of knobs.

How do flying Tanks show of skill? Basically any other micro in the game is harder to pull of than that. Siegetank pickup is the definition of forgivable ant-skill play.


I totally disagree with you: i find tank pickup a great show of skills and timing.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
March 09 2016 22:47 GMT
#215
Absolute pile of PR shit.

No substance whatsoever.
I wasbanned fromthis
Profile Blog Joined August 2012
113 Posts
March 10 2016 02:31 GMT
#216
Still relevant? #public-o•pin•ion
Poll: Important question: IS BLIZZ GETTING IT RIGHT?

NO. (30)
 
67%

YES. (9)
 
20%

UNDECIDED. (4)
 
9%

Who cares? (2)
 
4%

45 total votes

Your vote: Important question: IS BLIZZ GETTING IT RIGHT?

(Vote): YES.
(Vote): NO.
(Vote): UNDECIDED.
(Vote): Who cares?

Dracover
Profile Joined October 2010
Australia177 Posts
March 10 2016 03:51 GMT
#217
Am I the only one concerned about their views on different balance at different points in the game? If you have different balance at different points in the game, it will turn out to be a very weird game, assuming you still want the final outcome to be 50%.

When one race has an advantage earlier game, the other race must have an even bigger advantage late game, to keep the overall 50%.

I'm not sure I want to play a game where assuming i get through the opening 5 minutes that I only have a 40% chance of winning and then free win after that at 70% (or whatever the maths come out to be).
Don't stop
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2016-03-10 04:34:08
March 10 2016 04:33 GMT
#218
assymetrical balance means one race is stronger than another in late game. Which leads to turtling. Even in HOTS mech TvZ, mid game was quite weak for terran, especially against roach hydra viper pushes. But hey, when you've got ravens and BCs late game, who cares about midgame? The plan was to turtle on 3-4 bases until you got 180 pop with mainly tanks and 3 thors, and then build 4 BCs and take the rest of the map. Because late game was so terran favored.

Assymetrical balance also brought us THE FANTASTIC LOTV TvP. Where terran has absolutely no agressive options other than :
- 1/1/1 allin that only works on ulrena
- gamble with a liberator to lock down a mineral line
- mine drop (which is kind of a gamble because overcharge 6 shots medivacs)
And that's it. NOTHING ELSE.

Whereas toss...
- blink pressure
- drop adept
- drop DTs
- drop disruptors
- oracle harass
- phenix harass
- 1 base allins (robo allin, SG allin, DT rush, proxy stargate, etc etc etc)
- 2 bases allin (ultra mass adepts usually)
- the "2 pylones next to your wall that I'll overcharge while taking B2, and your only option is to hope for a decent trade 2 supplies vs 2 pylones"
Cyro
Profile Blog Joined June 2011
United Kingdom20309 Posts
Last Edited: 2016-03-10 04:47:48
March 10 2016 04:38 GMT
#219
You're being a lot more critical of terran than protoss when you write those options. You don't include it on the terran options unless it's twice as good as something that you're happy to write on protoss options, you also take 6 items on the list to describe similar strategies for toss vs only 2 for terran.

Seriously there - protoss gets 3 different items for dropping units, yet terrans can only drop widow mines? Terrans have dropped religiously in TvP forever. There's a widow mine drop opening that is popular, but that's only a small fraction of the usage that medivacs get.

Any decent protoss player could make a list similar to yours, write 3 options for protoss and 10 for terran because what does and doesn't fit on the list or get its own line is so extremely subjective
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
seemsgood
Profile Joined January 2016
5527 Posts
March 10 2016 05:10 GMT
#220
On March 10 2016 13:33 JackONeill wrote:
assymetrical balance means one race is stronger than another in late game. Which leads to turtling. Even in HOTS mech TvZ, mid game was quite weak for terran, especially against roach hydra viper pushes. But hey, when you've got ravens and BCs late game, who cares about midgame? The plan was to turtle on 3-4 bases until you got 180 pop with mainly tanks and 3 thors, and then build 4 BCs and take the rest of the map. Because late game was so terran favored.

Assymetrical balance also brought us THE FANTASTIC LOTV TvP. Where terran has absolutely no agressive options other than :
- 1/1/1 allin that only works on ulrena
- gamble with a liberator to lock down a mineral line
- mine drop (which is kind of a gamble because overcharge 6 shots medivacs)
And that's it. NOTHING ELSE.

Whereas toss...
- blink pressure
- drop adept
- drop DTs
- drop disruptors
- oracle harass
- phenix harass
- 1 base allins (robo allin, SG allin, DT rush, proxy stargate, etc etc etc)
- 2 bases allin (ultra mass adepts usually)
- the "2 pylones next to your wall that I'll overcharge while taking B2, and your only option is to hope for a decent trade 2 supplies vs 2 pylones"

Agressive =/= fully commit.So there is nothing to do about all in.It is strat choice.
Assymetrical balance created because they designed this game base on characteristics of each race.
How terran and zerg have strong late game as protoss when protoss is the most advance race ? wut?
Terran also has stim timing and hellbat drop and cyclone poke.
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