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Undisclosed Liberator Nerf in Patch 3.2.0

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NMxSardines
Profile Joined February 2012
77 Posts
Last Edited: 2016-04-02 13:32:59
April 02 2016 04:39 GMT
#1
Have you ever wondered why the radius of the actual Defender Mode field was slightly larger than the placement indicator? Or why the Balance Test Map field looks so much smaller than before? That is because before the 3.2.0 patch, the effective radius of the Liberator's Defender Mode field was 5.5, not 5. The placement indicator was 5 range, yet the actual field was not.

With the 3.2.0 patch, one of the unlisted changes was reducing Liberator's field radius from 5.5 to 5.0, effectively reducing the range of the entire field by 1. If the Balance Test Map change were to go through, the field's radius would effectively be reduced from 5.5 to 4.0, a 27% reduction.

Most importantly, if the Balance Test Map change goes through, then the total surface area of the Liberator's field would be reduced by 47% - practically halved since before 3.2.0 patch.

-------------------

In the trials, Supply Depots were used to measure the Defender Mode fields. Each Supply Depot is 2x2 squares, therefore in one direction it would account for 2 range.

(I apologize for poor image quality and low graphics settings in-game. With the 3.2.0 patch, the extents of the Liberator field are now more obscure as well.)


1.0 - Full Album. http://imgur.com/a/IbRvp

2.0 - Liberator Field Radius Pre 3.2.0.
http://i.imgur.com/A1VsuwM.png

Note how the field covers one half of the 6th Supply Depot. This indicates that the total range of the field is 11, therefore the radius is 5.5.

2.1 - Liberator Field Placement Indicator Pre 3.2.0.
http://i.imgur.com/qFRJJjH.png

Note how the placement indicator is noticeably smaller than the actual field. In this case, placement indicator is 5 radius to the field's 5.5.

3.0 - Liberator Field Radius Post 3.2.0.
http://i.imgur.com/kQNRpDi.jpg

Note how the field's boundaries are now harder to see. Nevertheless it is clear that the new 3.2.0 field does not exceed the fifth Supply Depot.

3.1 - Liberator Field Placement Indicator Post 3.2.0.
http://i.imgur.com/h30M9zl.jpg

Note how the 3.2.0 placement indicator is exactly the same as the Defender Mode field.

4.0 - Liberator Field Radius Balance Test Map.
http://i.imgur.com/4NOSwec.png

The same consistency can be observed as with the 3.2.0 field, except now the field is 4 radius, not 5.

4.1 - Liberator Field Placement Indicator Balance Test Map.
http://i.imgur.com/4y0yxOY.png

The 4 radius placement indicator matches the 4 radius field correctly.

-------------

Fun Facts

* Because the radius of the field, pre 3.2.0, was 5.5; and the range of the Defender Mode spell is 5 - it must mean that the effective range of an unupgraded Liberator is 10, not 10.5. This is because .5 range of the field is UNDER the Liberator.

* Full Liberator Range per Patch and Upgrade -

Pre 3.2.0 - Unupgraded Range: 10. Upgraded Range: 14.5. Field Radius: 5.5. Field Surface Area: 380. (100%)

Post 3.2.0 - Unupgraded Range: 10. Upgraded Range: 14. Field Radius: 5. Field Surface Area: 314. (82.6%)

Balance Test Map - Unupgraded Range: 9. Upgraded Range: 13. Field Radius: 4. Field Surface Area: 200. (52.6%)

* You can try out the old Liberator by watching a pre-3.2.0 replay with Liberators in it, and taking control of a player to whom the Liberator belongs.

*This thread on other web-sites:
https://www.reddit.com/r/starcraft/comments/4d0092/undisclosed_liberator_nerf_in_patch_320/
http://us.battle.net/sc2/en/forum/topic/20742916118?page=1#0
Warcloud
Profile Joined May 2010
United States97 Posts
April 02 2016 05:08 GMT
#2
So are ultras just supposed to be unkillable or?
TelecoM
Profile Blog Joined January 2010
United States10688 Posts
April 02 2016 07:02 GMT
#3
On April 02 2016 14:08 Warcloud wrote:
So are ultras just supposed to be unkillable or?

This is a good question I agree, but I still think it is debatable in the late late game. Ultralisks become utterly useless in the late late game when there is a mech / Sky Terran composition.
AKA: TelecoM[WHITE] Protoss fighting
`dunedain
Profile Blog Joined April 2011
655 Posts
April 02 2016 07:43 GMT
#4
This is an outrage!

#LeaveLibsAlone!
"In order to be created, a work of art must first make use of the dark forces of the soul." ~Albert Camus
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
April 02 2016 08:15 GMT
#5
Did you test this for the actual shots as well? Will it not shoot a stalker that it would have shot at pre patch?
Loccstana
Profile Blog Joined November 2012
United States833 Posts
April 02 2016 09:21 GMT
#6
Doesn't this remind anyone of the kneejerk reaction to nerf EMP and Snipe during the Wings of Liberty era? Or the totally uncalled for nerfs to the Thor after someone won a few tournament matches with it? A terran lategame unit gets used often and no one is asking for a nerf, yet Blizzard smashes the unit to oblivion with a massive nerfhammer.
[url]http://i.imgur.com/lw2yN.jpg[/url]
seemsgood
Profile Joined January 2016
5527 Posts
April 02 2016 09:32 GMT
#7
I think it was an accident Now they fixed it not "nerf"
I like the nerf direction for liberator.If -1 radius was too much then maybe they will tweak it into 0.5 or + 1 cast range.
Charoisaur
Profile Joined August 2014
Germany16021 Posts
April 02 2016 09:33 GMT
#8
On April 02 2016 18:21 Loccstana wrote:
Doesn't this remind anyone of the kneejerk reaction to nerf EMP and Snipe during the Wings of Liberty era? Or the totally uncalled for nerfs to the Thor after someone won a few tournament matches with it? A terran lategame unit gets used often and no one is asking for a nerf, yet Blizzard smashes the unit to oblivion with a massive nerfhammer.

it reminds me more of when they nerfed the widowmine splash radius by 60% while compensating it with a .2% tank attack speed increase.
Many of the coolest moments in sc2 happen due to worker harassment
Musicus
Profile Joined August 2011
Germany23576 Posts
April 02 2016 10:02 GMT
#9
So they actually fixed some bugs too, instead of just adding bugs into the game.
Maru and Serral are probably top 5.
PtitDrogo
Profile Joined May 2011
France163 Posts
April 02 2016 11:35 GMT
#10
I wish they could just make the circle back how it was before, it's really hard to see on low graphics now
Progamer
Musicus
Profile Joined August 2011
Germany23576 Posts
April 02 2016 11:54 GMT
#11
On April 02 2016 20:35 PtitDrogo wrote:
I wish they could just make the circle back how it was before, it's really hard to see on low graphics now


It really should be red or team colored, just like it was in the beta.

Maru and Serral are probably top 5.
NMxSardines
Profile Joined February 2012
77 Posts
Last Edited: 2016-04-02 13:25:26
April 02 2016 12:17 GMT
#12
Even though they did fix the extra range of the Liberator with the 3.2.0 patch, it is important to consider that our perception of balance of this new true 5 field radius liberator is skewed. Considering that LotV has been around for 4 months(excluding beta), that means we've had the 'wrong' 5.5 radius Liberator for 4 months. Thus this fix also qualifies as a nerf.

4π × 5.5^2 = 380
4π × 5^2 = 314
314 / 380 = .826

The new 'fixed' liberator has 17.4% less surface area than the old one. That's significant.

EDIT:
On April 02 2016 17:15 Cascade wrote:
Did you test this for the actual shots as well? Will it not shoot a stalker that it would have shot at pre patch?


I am glad you brought this up. There is no way for me to have both of the Liberators in the same game, as I have to go to an older replay and take control of it in order to use the old Liberator. Subjectively, it looks to me as if both of the Liberators attack targets in a similar fashion in relation to units entering the field.

I admit it is possible that this was, while misleading, an entirely cosmetic change and none of the attack parameters were changed.
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
April 02 2016 13:42 GMT
#13
Well I am concerned since the moment you take away the strenght in the liberator you remove the last fighting power in Terrans late game arsenal vs Protoss. If Protoss do not have to fear the liberators, I say we are taking a huge step back towards HoTS where Protoss can expand twice of an oracle, then play camping game for a few minutes, take a fourth and have a completly unstopable army.

The Terran Bio ball is so much worse (Marauder nerf) and Protoss Gateway units are way stronger due to Adepts (and the Immortal-change).

Changing the liberator the way Blizzard has suggested leaves me wondering where Terrans strenght in TvP is going to be with worse harass, no splash / heavy hitters and a much weaker late game.
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
Elentos
Profile Blog Joined February 2015
55561 Posts
Last Edited: 2016-04-02 13:46:59
April 02 2016 13:46 GMT
#14
On April 02 2016 20:54 Musicus wrote:
Show nested quote +
On April 02 2016 20:35 PtitDrogo wrote:
I wish they could just make the circle back how it was before, it's really hard to see on low graphics now


It really should be red or team colored, just like it was in the beta.

https://www.youtube.com/watch?v=nYmSbbUpYTA#t=4m4s

People complained about the disco lights on the ground though. That's why they look the way they do now. So they can't overdo it.
Every 60 seconds in Africa, a minute passes.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
April 02 2016 13:46 GMT
#15
On April 02 2016 21:17 NMxSardines wrote:
EDIT:
Show nested quote +
On April 02 2016 17:15 Cascade wrote:
Did you test this for the actual shots as well? Will it not shoot a stalker that it would have shot at pre patch?


I am glad you brought this up. There is no way for me to have both of the Liberators in the same game, as I have to go to an older replay and take control of it in order to use the old Liberator. Subjectively, it looks to me as if both of the Liberators attack targets in a similar fashion in relation to units entering the field.

I admit it is possible that this was, while misleading, an entirely cosmetic change and none of the attack parameters were changed.

Can you line up scvs next to the supply depots, and see if you can target them?
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
April 02 2016 13:49 GMT
#16
On April 02 2016 22:46 Elentos wrote:
Show nested quote +
On April 02 2016 20:54 Musicus wrote:
On April 02 2016 20:35 PtitDrogo wrote:
I wish they could just make the circle back how it was before, it's really hard to see on low graphics now


It really should be red or team colored, just like it was in the beta.

https://www.youtube.com/watch?v=nYmSbbUpYTA#t=4m4s

People complained about the disco lights on the ground though. That's why they look the way they do now. So they can't overdo it.

Yeah, that was a bit too much. nonetheless, the new one is far (faaaar) too subtly display of something that will one or two-shot most of your units when you walk into it. It kindof has to go back to the thickness it had before, and why not colour it by team while you are at it. But no need for all the clutter inside the circle after the zone is up.
wjat
Profile Joined August 2015
385 Posts
April 02 2016 13:49 GMT
#17
On April 02 2016 20:54 Musicus wrote:
Show nested quote +
On April 02 2016 20:35 PtitDrogo wrote:
I wish they could just make the circle back how it was before, it's really hard to see on low graphics now


It really should be red or team colored, just like it was in the beta.

https://www.youtube.com/watch?v=nYmSbbUpYTA#t=4m4s


DT, Obs, burrow baneling in team colored too plz! it's really hard to see


And also I would like to see what the window mines are targeting. Oh it's already in the game my bad.
RavingRaver
Profile Joined May 2014
Canada57 Posts
April 04 2016 20:40 GMT
#18
Thanks for making us aware of this Sardines. If it weren't for you, we would all be in the dark of this stealth liberator nerf.
dani`
Profile Joined January 2011
Netherlands2402 Posts
April 04 2016 21:03 GMT
#19
Good observations, well explained. However, I do wonder why you are using the surface area of a sphere (4π × r^2) as opposed to the surface area of a circle (π × r^2). Liberation zone is a flat, 2D circle on the ground and is not a sphere. Not that it really matters in terms of the percentages you present of course (since it's a flat 4x multiplier), I just wanted to point it out
weikor
Profile Blog Joined March 2011
Austria580 Posts
April 04 2016 21:57 GMT
#20
perhaps the shape should be a slight Oval, and not a circle (if thats even possible). This way the total surface area could be increased, while decreasing the range of the liberator.
BeStFAN
Profile Blog Joined April 2015
483 Posts
April 04 2016 23:45 GMT
#21
one of the biggest weaknesses of the liberators since it's been introduced is that god damn UI indicator of it's range.

it's the same problem with siege tanks (to some extent) range being easy to see, on steriods: so freaking easy to tip toe around the range when you know exactly where it is... also the same problem with scanner's radius being easy to see for the opposing player who has DT's running around in your base.

just putting this out there because i think in the context I just laid out the greatly reduced effective radius just makes it all the more hideous -_-
❤ BeSt... ༼ つ ◕_◕༽つ #YEAROFKOMA #YEAROFKOMA #YEAROFKOMA ༼ つ ◕_◕༽つ
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
April 04 2016 23:48 GMT
#22
The "hard to spot" liberator ring is an improvement. Why? because we cant see the attack range of zerg/protoss units either. We cant even see a burrowed lurker. but a mine? yes , including attack line etc
http://www.twitch.tv/pinokotsbeer
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
April 05 2016 00:04 GMT
#23
On April 05 2016 06:57 weikor wrote:
perhaps the shape should be a slight Oval, and not a circle (if thats even possible). This way the total surface area could be increased, while decreasing the range of the liberator.

This isn't a bad idea. By changing the shape you can control the range (important for harass strength) and area (important for direct battle) separately. Maybe I'd make it a half circle or some kind of cone or whatever. But I like this concept!
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2016-04-05 00:23:54
April 05 2016 00:19 GMT
#24
Just spent a few minutes digging into the Liberator in the editor.

One thing that is weird that may not be realized here. The radius of the defense mode ability doesn't actually determine whether or not a unit is in range. Instead, any unit that enters the lib's attack radius receives a hidden behavior, which lasts for about 0.3 seconds. Only units having this behavior can be attacked by the liberator. So conceivably a unit that has been outside of the 5.0 radius can still be attacked by the liberator until the 0.3 seconds runs out.


[image loading]


i can confirm that the search area effect for the liberator's anti ground attack is indeed now 5.0 radius however:


[image loading]
~ ~ <°)))><~ ~ ~
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
April 05 2016 00:49 GMT
#25
On April 05 2016 09:19 TheFish7 wrote:
Just spent a few minutes digging into the Liberator in the editor.

One thing that is weird that may not be realized here. The radius of the defense mode ability doesn't actually determine whether or not a unit is in range. Instead, any unit that enters the lib's attack radius receives a hidden behavior, which lasts for about 0.3 seconds. Only units having this behavior can be attacked by the liberator. So conceivably a unit that has been outside of the 5.0 radius can still be attacked by the liberator until the 0.3 seconds runs out.


[image loading]


i can confirm that the search area effect for the liberator's anti ground attack is indeed now 5.0 radius however:


[image loading]

Playing zerg i have noticed something like this, you can escape the radius but still lose your unit even befroe the lib fires its other shot.
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2016-04-05 02:17:53
April 05 2016 02:17 GMT
#26
On April 05 2016 08:45 BeStFAN wrote:
one of the biggest weaknesses of the liberators since it's been introduced is that god damn UI indicator of it's range.

it's the same problem with siege tanks (to some extent) range being easy to see, on steriods: so freaking easy to tip toe around the range when you know exactly where it is... also the same problem with scanner's radius being easy to see for the opposing player who has DT's running around in your base.

just putting this out there because i think in the context I just laid out the greatly reduced effective radius just makes it all the more hideous -_-


Its so easy to walk around the range because the unit is a fucking monster. You accidentally step into range or have a unit push another unit into range and its dead. No other single unit is that unforgiving or even close. It has to have some form of drawback.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
April 05 2016 02:39 GMT
#27
On April 05 2016 09:19 TheFish7 wrote:
Just spent a few minutes digging into the Liberator in the editor.

One thing that is weird that may not be realized here. The radius of the defense mode ability doesn't actually determine whether or not a unit is in range. Instead, any unit that enters the lib's attack radius receives a hidden behavior, which lasts for about 0.3 seconds. Only units having this behavior can be attacked by the liberator. So conceivably a unit that has been outside of the 5.0 radius can still be attacked by the liberator until the 0.3 seconds runs out.


[image loading]


i can confirm that the search area effect for the liberator's anti ground attack is indeed now 5.0 radius however:


[image loading]

This would also explain the bug they had at the start, where liberators could shoot in other liberators zones.
BeStFAN
Profile Blog Joined April 2015
483 Posts
April 05 2016 02:55 GMT
#28
On April 05 2016 11:17 chipmonklord17 wrote:
Show nested quote +
On April 05 2016 08:45 BeStFAN wrote:
one of the biggest weaknesses of the liberators since it's been introduced is that god damn UI indicator of it's range.

it's the same problem with siege tanks (to some extent) range being easy to see, on steriods: so freaking easy to tip toe around the range when you know exactly where it is... also the same problem with scanner's radius being easy to see for the opposing player who has DT's running around in your base.

just putting this out there because i think in the context I just laid out the greatly reduced effective radius just makes it all the more hideous -_-


Its so easy to walk around the range because the unit is a fucking monster. You accidentally step into range or have a unit push another unit into range and its dead. No other single unit is that unforgiving or even close. It has to have some form of drawback.


yeah;

despite my grievances with the peculiarities that disadvantage me as a player that obviously has an interest in making it easier for my opponents to fuck up;

the unit itself is not a very enjoyable one to have in the arsenal. even though it's quite strong it's not very rewarding to use. even though it's strong it's frustrating to use, and honestly it's comical how quickly it kills shit.

it's the same kind of feelings i have towards the all army button and the worker counter above command centers: as a player it helps me out a lot to have these things but it gives no joy.

the liberator is a permanent addition to SC2 at this point and that does not make me happy
❤ BeSt... ༼ つ ◕_◕༽つ #YEAROFKOMA #YEAROFKOMA #YEAROFKOMA ༼ つ ◕_◕༽つ
insitelol
Profile Joined August 2012
845 Posts
April 05 2016 05:21 GMT
#29
Nerf this shit to the ground.
Less is more.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
April 05 2016 07:38 GMT
#30
On April 05 2016 08:48 PinoKotsBeer wrote:
The "hard to spot" liberator ring is an improvement. Why? because we cant see the attack range of zerg/protoss units either. We cant even see a burrowed lurker. but a mine? yes , including attack line etc


That's because there's only one unit in those races that can one shot a 100/50 unit like the hydra: the disruptor.

You can easily see the disruptor shots. It's easier to spot them than the lib freedom circle.
Revolutionist fan
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
April 05 2016 08:47 GMT
#31
The liberator is a boring af unit that is poorly designed, so a nerf is not the worst thing.
Vanadiel
Profile Joined April 2012
France961 Posts
April 05 2016 09:02 GMT
#32
Honestly, as Zerg I really feel that the problem with Liberator is more its AA attack rather than its ground to air. For protoss, as I do not play this race, would a nerf of Libs AA allow to transition toward Colossi in late game?
brickrd
Profile Blog Joined March 2014
United States4894 Posts
April 05 2016 11:15 GMT
#33
On April 05 2016 18:02 Vanadiel wrote:
Honestly, as Zerg I really feel that the problem with Liberator is more its AA attack rather than its ground to air. For protoss, as I do not play this race, would a nerf of Libs AA allow to transition toward Colossi in late game?

the problem with colossus isn't liberators, it's the colossus itself
TL+ Member
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
April 05 2016 11:47 GMT
#34
On April 05 2016 18:02 Vanadiel wrote:
Honestly, as Zerg I really feel that the problem with Liberator is more its AA attack rather than its ground to air. For protoss, as I do not play this race, would a nerf of Libs AA allow to transition toward Colossi in late game?


Funny enough Collossi are actually decent vs Libs (even if they can't attack them) because sometimes protoss can use them to poke at buildings/bio units from outside the freedom circle.
Revolutionist fan
ihatevideogames
Profile Joined August 2015
570 Posts
April 05 2016 12:08 GMT
#35
So, is Blizzard basically telling us we're not allowed to play macro games as Terran?
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
April 05 2016 12:10 GMT
#36
On April 05 2016 21:08 ihatevideogames wrote:
So, is Blizzard basically telling us we're not allowed to play macro games as Terran?


With that nickname you should not play any game at all lmao
Revolutionist fan
Gwavajuice
Profile Joined June 2014
France1810 Posts
April 05 2016 12:51 GMT
#37
On April 05 2016 06:03 dani` wrote:
Good observations, well explained. However, I do wonder why you are using the surface area of a sphere (4π × r^2) as opposed to the surface area of a circle (π × r^2). Liberation zone is a flat, 2D circle on the ground and is not a sphere. Not that it really matters in terms of the percentages you present of course (since it's a flat 4x multiplier), I just wanted to point it out



It DOES matter, I was just reading his formulas and it made my eyes bleed.
Dear INno and all the former STX boys.
Gwavajuice
Profile Joined June 2014
France1810 Posts
April 05 2016 12:51 GMT
#38
On April 05 2016 21:08 ihatevideogames wrote:
So, is Blizzard basically telling us we're not allowed to play macro games as Terran?



Troll accounts shout be banned.
Dear INno and all the former STX boys.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
April 05 2016 13:24 GMT
#39
On April 05 2016 21:51 Gwavajuice wrote:
Show nested quote +
On April 05 2016 06:03 dani` wrote:
Good observations, well explained. However, I do wonder why you are using the surface area of a sphere (4π × r^2) as opposed to the surface area of a circle (π × r^2). Liberation zone is a flat, 2D circle on the ground and is not a sphere. Not that it really matters in terms of the percentages you present of course (since it's a flat 4x multiplier), I just wanted to point it out



It DOES matter, I was just reading his formulas and it made my eyes bleed.

As long as it scales with the square of the radius it doesn't matter. No one cares how many square blizzard units anything is. People only care that it is 1.5x or 0.7x as large.
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
April 05 2016 13:54 GMT
#40
On April 05 2016 21:51 Gwavajuice wrote:
Show nested quote +
On April 05 2016 21:08 ihatevideogames wrote:
So, is Blizzard basically telling us we're not allowed to play macro games as Terran?



Troll accounts shout be banned.

LET'S SHOUT AT THEM VERY LOUDLY
ihatevideogames
Profile Joined August 2015
570 Posts
April 05 2016 18:28 GMT
#41
On April 05 2016 21:51 Gwavajuice wrote:
Show nested quote +
On April 05 2016 21:08 ihatevideogames wrote:
So, is Blizzard basically telling us we're not allowed to play macro games as Terran?



Troll accounts shout be banned.


Because I said something you don't like, I'm a troll?

It just feels this way in LOTV. Both toss and zerg lategame comps are extremely hard to deal with for terran.
I may be trash at the game (low dia) but it's still a fact at every stream of high level player I watch.
XQlusive
Profile Joined December 2010
Netherlands58 Posts
April 05 2016 19:04 GMT
#42
Terran is heavily underpowered nothing from terran is strong, i switch to protoss again ezpz
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
April 05 2016 19:09 GMT
#43
I could have sworn this already happened to Terran one time
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
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