• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:23
CET 13:23
KST 21:23
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
No more SC2 streamers on team liquid? [D] Hacker peak in sc2 ? Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win
Tourneys
SC4ALL: II Venue Change Announcement! Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
sOs joins Best's team, Newcatsle University Rollback Netcode in Brood War SC4ALL: II Venue Change Announcement! [Megathread] Daily Funny Videos BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 4
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stratus: Battle for the sky now on steam Early acc Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Deus Ex 3!?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Dating: How's your luck? Trading/Investing Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12746 users

Community Feedback Update - June 17 - Page 9

Forum Index > SC2 General
195 CommentsPost a Reply
Prev 1 7 8 9 10 Next All
nightshade2109
Profile Joined September 2013
South Africa5 Posts
June 21 2016 08:17 GMT
#161
Liberators are good at too many things they need a nerf the range upgrade should be removed or at least fix the maps so you are able engage the liberator.

I've had games where Terran rushes to fusion core and gets the range upgrade if you haven't opened stargate you are as good as dead.

Two base all-ins with adepts are a little overpowered vs zerg the shade ability cool-down should be increased slightly.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
June 21 2016 10:04 GMT
#162
4 larva won't save Zerg. The opening build orders I use ZvT never demand 4 larva, you take your 3rd when the first inject completes and the first injects in ZvT take you to nearly full mineral saturation and from there you should be developing queen count, technology, and general defense, even then there's still more room for drones. idk if every zerg on the planet is doing something wrong but with 3 larva i never have issues with larva in ZvT and my macro becomes really solid. Always getting the drones out fast. There are enough larva for well designed builds.

4 larva won't save you from the most common loss reasons, be it defense failure, failing to take a 3rd/4th safely, build failure, scouting failure, losing to a counter-drop or a liberator when attempting a moveout, etc. I think that if there are issues with the match-up, one should be asking for changes in other places where it will actually make a difference, not in 3-4 larva.

Part 1) Zerg cannot move out 90% of the time because of how strong medivacs are and tankivac/liberator defense. So if you want mobility to have increased rights to leave your base, you need to open up mutalisk as an option again, or SOMETHING that prevents the Terran from counter-dropping you. I think a lot of players are still playing this match-up completely wrong: Zerg is by design an extremely turtly race until you reach hive tech. Zerg aggression does underperform on average given sufficient Terran skill. A lot of the losses in the current, grim, modern TvZ statistics are a result of zergs having a too aggressive approach. But primarily, defense failure seems to be the main culprit. Which takes us to the next part:
+ Show Spoiler [more on MLB] +
4 larva is nice for MLB but it still doesn't change the fact that MLB sucks on average. Liberator strength vs mutas, widow mine splash, tankivac strength, terran mobility, stuff like that. MLB just isn't cost effective anymore compared to what it used to be because of the changes in LOTV. Baneling speed kicks in late if you're also playing quick 2 chamber (which is a necessity), the spire is expensive, tankivacs are a thing now and Liberators are STRONG. The problem is not 4 larva or having to pay 300 for a macro hatch, it's because the game and compositions changed. Having more larva won't help much because you still have to pay for your units, and if your units kinda suck and get eaten alive by liberators/tankivacs/mines then it hardly matters how they were made.

MLB -can- work, but on average in most maps, roach ravager infestor is the clear smart choice. So until they change something, just play proper defense and avoid MLB, you will have enough larva to both develop your build and make units afterwards. If you lose a game to Terran before the 13 minute mark, it's because of defense failure at one stage or another, or because your unit composition wasn't good.


Part 2) Defense failure/harass. Terran has a lot of very strong tools to interrupt Zerg's mining with, such as liberators, tankivacs, mine-marine drops, and all the funky combinations. These attacks are very map dependent and vary in strength, it is difficult to pinpoint one obvious nerf-worthy favorite. 3rax reaper dominates some maps, double reactored drops others, there's liberators with range upgrade on dusk towers, the list goes on and on. It's a complex issue with no easy fix in my opinion. Simply nerfing one unit might be a help in terms of stabilizing global winrates towards 50/50, but it might not be appropriate long-term design that will lead to enjoyable gameplay regardless of map.

In terms of flat out increasing Zerg's win%, should that be a true identified problem, the primary tool to do so will be to increase Zerg defense strength. Two ways to do so. Buff parts of Zerg or nerf parts of Terran. Defense failure is the primary cause of most losses, and it has very little to do with 3 or 4 larva - this one is about units imo.

It's very easy for designers to shift Zerg towards a better win% by, say, buffing the queen range by 1. but the next right move here is a tough one, it's a design choice that needs a lot of consideration.
Team Liquid
Scarlett`
Profile Joined April 2011
Korea (South)2446 Posts
June 21 2016 10:18 GMT
#163
On June 21 2016 19:04 Liquid`Snute wrote:
4 larva won't save Zerg. The opening build orders I use ZvT never demand 4 larva, you take your 3rd when the first inject completes and the first injects in ZvT take you to nearly full mineral saturation and from there you should be developing queen count, technology, and general defense, even then there's still more room for drones. idk if every zerg on the planet is doing something wrong but with 3 larva i never have issues with larva in ZvT and my macro becomes really solid. Always getting the drones out fast. There are enough larva for well designed builds.

4 larva won't save you from the most common loss reasons, be it defense failure, failing to take a 3rd/4th safely, build failure, scouting failure, losing to a counter-drop or a liberator when attempting a moveout, etc. I think that if there are issues with the match-up, one should be asking for changes in other places where it will actually make a difference, not in 3-4 larva.

Part 1) Zerg cannot move out 90% of the time because of how strong medivacs are and tankivac/liberator defense. So if you want mobility to have increased rights to leave your base, you need to open up mutalisk as an option again, or SOMETHING that prevents the Terran from counter-dropping you. I think a lot of players are still playing this match-up completely wrong: Zerg is by design an extremely turtly race until you reach hive tech. Zerg aggression does underperform on average given sufficient Terran skill. A lot of the losses in the current, grim, modern TvZ statistics are a result of zergs having a too aggressive approach. But primarily, defense failure seems to be the main culprit. Which takes us to the next part:
+ Show Spoiler [more on MLB] +
4 larva is nice for MLB but it still doesn't change the fact that MLB sucks on average. Liberator strength vs mutas, widow mine splash, tankivac strength, terran mobility, stuff like that. MLB just isn't cost effective anymore compared to what it used to be because of the changes in LOTV. Baneling speed kicks in late if you're also playing quick 2 chamber (which is a necessity), the spire is expensive, tankivacs are a thing now and Liberators are STRONG. The problem is not 4 larva or having to pay 300 for a macro hatch, it's because the game and compositions changed. Having more larva won't help much because you still have to pay for your units, and if your units kinda suck and get eaten alive by liberators/tankivacs/mines then it hardly matters how they were made.

MLB -can- work, but on average in most maps, roach ravager infestor is the clear smart choice. So until they change something, just play proper defense and avoid MLB, you will have enough larva to both develop your build and make units afterwards. If you lose a game to Terran before the 13 minute mark, it's because of defense failure at one stage or another, or because your unit composition wasn't good.


Part 2) Defense failure/harass. Terran has a lot of very strong tools to interrupt Zerg's mining with, such as liberators, tankivacs, mine-marine drops, and all the funky combinations. These attacks are very map dependent and vary in strength, it is difficult to pinpoint one obvious nerf-worthy favorite. 3rax reaper dominates some maps, double reactored drops others, there's liberators with range upgrade on dusk towers, the list goes on and on. It's a complex issue with no easy fix in my opinion. Simply nerfing one unit might be a help in terms of stabilizing global winrates towards 50/50, but it might not be appropriate long-term design that will lead to enjoyable gameplay regardless of map.

In terms of flat out increasing Zerg's win%, should that be a true identified problem, the primary tool to do so will be to increase Zerg defense strength. Two ways to do so. Buff parts of Zerg or nerf parts of Terran. Defense failure is the primary cause of most losses, and it has very little to do with 3 or 4 larva - this one is about units imo.

It's very easy for designers to shift Zerg towards a better win% by, say, buffing the queen range by 1. but the next right move here is a tough one, it's a design choice that needs a lot of consideration.


it could open more options though - yes right now with a good build you won't be limited by lack of larvae; but for example cutting overlord speed would give you 200 more resource for drones; or playing a more ling heavy earlygame without spending 200 on rw. 2 base tech builds would be more viable etc. the current builds only line up with larvae because theyre based around it.

another example is later 3rd zvp (rather than cutting 2nd queen til 28 supply) would be better ; 3rd before overlord is almost autolose to proxy 3gate on some maps so would be nice if we didnt have to do it
Progamer一条咸鱼
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
June 21 2016 10:33 GMT
#164
right, good points, i totally forgot about 2base tech builds because of how bad they are idk if blizz intended for zerg to always play with a 3rd hatchery in zvt, right now it seems to be the case. zvp is a bit of a special case, i've managed to do somewhat okay there using zvt-esque builds there too. i rarely run into trouble with larva because i usually develop tech or add queens anyway. i have no clue if it would be beneficial to the game or not if 4 larva would be re-introduced, for the sake of build variety it might be, but right now i'd take terran/adept nerfs any day over a flat 4larva buff as a solution, if i had to choose. idk
Team Liquid
Penev
Profile Joined October 2012
28536 Posts
June 21 2016 10:45 GMT
#165
4 larva is nice for MLB but it still doesn't change the fact that MLB sucks on average. Liberator strength vs mutas, widow mine splash, tankivac strength, terran mobility, stuff like that. MLB just isn't cost effective anymore compared to what it used to be because of the changes in LOTV. Baneling speed kicks in late if you're also playing quick 2 chamber (which is a necessity), the spire is expensive, tankivacs are a thing now and Liberators are STRONG. The problem is not 4 larva or having to pay 300 for a macro hatch, it's because the game and compositions changed. Having more larva won't help much because you still have to pay for your units, and if your units kinda suck and get eaten alive by liberators/tankivacs/mines then it hardly matters how they were made.

MLB -can- work, but on average in most maps, roach ravager infestor is the clear smart choice. So until they change something, just play proper defense and avoid MLB, you will have enough larva to both develop your build and make units afterwards. If you lose a game to Terran before the 13 minute mark, it's because of defense failure at one stage or another, or because your unit composition wasn't good.


I really miss MLB.. What would you suggest to buff/ nerf to make it viable without affecting other match ups?

Big surprise (read my sig): I think liberator has done more bad than good to this game
I Protoss winner, could it be?
JackONeill
Profile Joined September 2013
861 Posts
June 21 2016 12:58 GMT
#166
Simply toning down terran harass strength mid game, and decreasing zerg's strength late game would even out the pace of games
Penev
Profile Joined October 2012
28536 Posts
June 21 2016 13:01 GMT
#167
On June 21 2016 21:58 JackONeill wrote:
Simply toning down terran harass strength mid game, and decreasing zerg's strength late game would even out the pace of games

How exactly tho? Keep in mind there's Toss to consider as well
I Protoss winner, could it be?
Vanadiel
Profile Joined April 2012
France961 Posts
June 21 2016 13:13 GMT
#168
I feel that Liberator would have been much easier to balance from the start if they had a tech lab requirement.
nachtkap
Profile Joined February 2011
Germany197 Posts
June 21 2016 14:07 GMT
#169
FYI: I dont really have a glue about sc2. This is just some stuff I cooked up from reading this thread and watching sc2 (if-only scenarios when I was rooting for a player).
-significantly (ling speed?) increase spore speed on creep
-add cooldown based pdd ability(5-6 range) to spore but disable spore attack afterward.
-massively nerf liberator air dmg and/or AOE until you upgrade ship weapons.
-give the ravager a instant x% snare shot vs air (that precedes the normal shot) so the liberator dies for sure if it stays -longer then 0.x seconds after bile is cast.
-give queen an ability to get +1 range for every X energy spent.
hiroshOne
Profile Joined October 2015
Poland425 Posts
June 21 2016 14:13 GMT
#170
On June 21 2016 19:04 Liquid`Snute wrote:
4 larva won't save Zerg. The opening build orders I use ZvT never demand 4 larva, you take your 3rd when the first inject completes and the first injects in ZvT take you to nearly full mineral saturation and from there you should be developing queen count, technology, and general defense, even then there's still more room for drones. idk if every zerg on the planet is doing something wrong but with 3 larva i never have issues with larva in ZvT and my macro becomes really solid. Always getting the drones out fast. There are enough larva for well designed builds.

4 larva won't save you from the most common loss reasons, be it defense failure, failing to take a 3rd/4th safely, build failure, scouting failure, losing to a counter-drop or a liberator when attempting a moveout, etc. I think that if there are issues with the match-up, one should be asking for changes in other places where it will actually make a difference, not in 3-4 larva.

Part 1) Zerg cannot move out 90% of the time because of how strong medivacs are and tankivac/liberator defense. So if you want mobility to have increased rights to leave your base, you need to open up mutalisk as an option again, or SOMETHING that prevents the Terran from counter-dropping you. I think a lot of players are still playing this match-up completely wrong: Zerg is by design an extremely turtly race until you reach hive tech. Zerg aggression does underperform on average given sufficient Terran skill. A lot of the losses in the current, grim, modern TvZ statistics are a result of zergs having a too aggressive approach. But primarily, defense failure seems to be the main culprit. Which takes us to the next part:
+ Show Spoiler [more on MLB] +
4 larva is nice for MLB but it still doesn't change the fact that MLB sucks on average. Liberator strength vs mutas, widow mine splash, tankivac strength, terran mobility, stuff like that. MLB just isn't cost effective anymore compared to what it used to be because of the changes in LOTV. Baneling speed kicks in late if you're also playing quick 2 chamber (which is a necessity), the spire is expensive, tankivacs are a thing now and Liberators are STRONG. The problem is not 4 larva or having to pay 300 for a macro hatch, it's because the game and compositions changed. Having more larva won't help much because you still have to pay for your units, and if your units kinda suck and get eaten alive by liberators/tankivacs/mines then it hardly matters how they were made.

MLB -can- work, but on average in most maps, roach ravager infestor is the clear smart choice. So until they change something, just play proper defense and avoid MLB, you will have enough larva to both develop your build and make units afterwards. If you lose a game to Terran before the 13 minute mark, it's because of defense failure at one stage or another, or because your unit composition wasn't good.


Part 2) Defense failure/harass. Terran has a lot of very strong tools to interrupt Zerg's mining with, such as liberators, tankivacs, mine-marine drops, and all the funky combinations. These attacks are very map dependent and vary in strength, it is difficult to pinpoint one obvious nerf-worthy favorite. 3rax reaper dominates some maps, double reactored drops others, there's liberators with range upgrade on dusk towers, the list goes on and on. It's a complex issue with no easy fix in my opinion. Simply nerfing one unit might be a help in terms of stabilizing global winrates towards 50/50, but it might not be appropriate long-term design that will lead to enjoyable gameplay regardless of map.

In terms of flat out increasing Zerg's win%, should that be a true identified problem, the primary tool to do so will be to increase Zerg defense strength. Two ways to do so. Buff parts of Zerg or nerf parts of Terran. Defense failure is the primary cause of most losses, and it has very little to do with 3 or 4 larva - this one is about units imo.

It's very easy for designers to shift Zerg towards a better win% by, say, buffing the queen range by 1. but the next right move here is a tough one, it's a design choice that needs a lot of consideration.


U're much better player than me obviously and i respect your point of viww. It's not only about midgame unit production though.But i feel that u are missing the point how 3 larva inject slows Zerg timings where in the same time slightly nerfed mules combined with LOTV economy keep Terran on much earlier timings with their harrass and bio pushes- look at popular in Korea 2 medivack marines timing. It's instant gg for Zerg as they often cut any unit production to keep their economy going. U say about turtle and faster tech in modern Zerg play, but i still think that it's not how Zerg suppose to look like. And don't take me wrong but i think I often see You on tournaments dying to Terran multi drops or pushes when u try to play as you mentioned.Shit happens when u dont have units to defend because u spend ypir limited larva on drones and tech. I really think Nerchio feels the only player i know who can pull this off in ZvT. And ofc Muta play and LBM is really not possible to work in top level play. And if u dont go muta Terran will abuse drops and choke u sooner or later. Byun showed hiw it works in ZvT more than one time.
Ultima Ratio Regum
MaxTa
Profile Joined February 2016
61 Posts
Last Edited: 2016-06-21 18:24:59
June 21 2016 18:07 GMT
#171
So after reading all of this, first I'm not sure giving +1 range to queens will make that much of a difference vs T and it will impact other match up as well. Also, spores are already pretty fast to move...So I think the 2 best things that can be done to improve ZvT are:

1- Liberator: They are still damn good ! Remove lib range upgrade or lower their radius/range because it is OP on specific map and can lead to BO win if executed well, also tweak their move speed/accel/siege time just like Snute said... Other than that, looking into increasing their supply to 4 instead or even removing reactor and making them tech lab could be looked at as another option...Of course I would not apply all those changes at the same time but pick the best one of them, which need some testing obviously...

2- Medivacs: They were the best hots unit Terran had and still pretty much are one of their best... The problem I see is that they almost always have an absurd amount of energy that seems to last forever so with like 4 of them T has enough and can switch to mass liberators instead... So why not make their boost cost 25 energy, this would make Terran playing heavy drop play style think way more about what they are doing and also will nerf the healing of bio so stimpack cannot be blindly over abused. Also tweaking their accel/boost speed like Snute proposed is an interesting idea...

Then IF those 2 nerfs are applied, we could look into things like removing that 8 armor Ultras, removing tankivacs and boosting siege tanks instead, moving ravager to Lair tech, etc...
ecnahc
Profile Joined January 2010
United States395 Posts
June 21 2016 20:09 GMT
#172
For the short term putting liberators behind a tech lab and armory and putting medic boost on a 100 100 60s tech would give Zerg and Protoss plenty of breathing room.
inside a cloud of resentment and vanity
Elentos
Profile Blog Joined February 2015
55594 Posts
Last Edited: 2016-06-21 21:57:50
June 21 2016 21:09 GMT
#173
On June 22 2016 05:09 ecnahc wrote:
For the short term putting liberators behind a tech lab and armory and putting medic boost on a 100 100 60s tech would give Zerg and Protoss plenty of breathing room.

Because if there's anything Protoss needs, it's more breathing room against Terran.

Honestly I think people underestimate the effect of moving liberators to tech labs, especially against Protoss. The unit is key in TvP and you need to have a good production rate, but you also have to balance it with medivacs, especially early on (and if the Protoss is aggressive). And you need to be able to fluently switch to making vikings when tempests are out. All of that gets stifled by moving liberators to tech labs.
Every 60 seconds in Africa, a minute passes.
Zulu23
Profile Joined August 2011
Germany132 Posts
June 21 2016 21:30 GMT
#174
Because if there's anything Protoss needs, it's more breathing room against Terran.

Honestly I think people underestimate the effect of moving liberators to tech labs. Especially against Protoss.


Frankly speaking, there is no issue in TvP with liberators... The whole discussion is about ZvT and Liberators. As a Terran player I even would be fine with TL requrement for Liberators, but it needs a compensation then. Something that helps mech becoming more viable.
I think of a banshee buff or maybe a buff on hellbats or mines.

we could think about removing cloak or speed reseach for banshees, that makes TL Starport play more flexible you can then build libs or banshees and get the upgrades at the same time off one starport.
A straight damage buff on hellbats (not vs. light) could help much to mech because it makes hellbats more sustainable vs. RR after a Hellion opnening, or you remove friendly fire from mines making them them more reliable and less of a surprize, or reduce at least the visibility while activated.

I recognized also that the medivac which is the core unit on Bio comes more and more into question. Zerg can shut down drop play with few well positioned corruptors. It is always too risky to drop with corruptors on the map.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
June 21 2016 21:33 GMT
#175
I think we should consider those changes :

1) remove liberator range and AA splash to open up mutas again
2) buff queens AA range by 1 to help Z dealing with all kinds of early game harass (libs, tankivacs, phoenix, oracles, prisms)
3) heavily nerf adept cooldown so that bad adept micro can actually be punished
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
June 21 2016 21:40 GMT
#176
On June 18 2016 03:16 SetGuitarsToKill wrote:
These selections would leave us with one map slot, and without any rush maps being represented. Out of the maps that favor rush, we felt Dasan Station is very interesting because it’s a new map as well as a rush map.

What...? Can't wait to hear the player comments about it being on the ladder.
Twitter: @iamcaustic
Deleted User 132135
Profile Joined December 2010
702 Posts
June 21 2016 21:56 GMT
#177
Liberator to tech lab is not an option, if at all then armory.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
June 21 2016 22:04 GMT
#178
On June 22 2016 06:56 LSN wrote:
Liberator to tech lab is not an option, if at all then armory.

yeah definitely not. TvP would not even be playable in that state.
Zulu23
Profile Joined August 2011
Germany132 Posts
June 21 2016 22:09 GMT
#179
yeah definitely not. TvP would not even be playable in that state.


Why?
[PkF] Wire
Profile Joined March 2013
France24239 Posts
June 21 2016 22:11 GMT
#180
On June 22 2016 07:09 Zulu23 wrote:
Show nested quote +
yeah definitely not. TvP would not even be playable in that state.


Why?

you need a fine balance between medivacs and libs production in TvP and with tech labs starports required you would never be able to reach the lib counts you need to deal with P armies
Prev 1 7 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
20:00
Premier - Quarterfinals
ByuN vs SHINLIVE!
Clem vs MaxPax
herO vs Rogue
CranKy Ducklings SOOP89
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
EnDerr 59
Rex 34
ByuN (SOOP) 25
StarCraft: Brood War
Britney 34669
Calm 4577
Rain 2086
Horang2 748
Mini 662
BeSt 467
FanTaSy 458
Hyun 165
Last 160
actioN 158
[ Show more ]
Stork 126
ggaemo 121
Mind 102
sSak 71
Leta 62
Pusan 61
zelot 45
hero 44
Barracks 43
Sharp 38
Creator 32
scan(afreeca) 32
Free 28
sOs 26
Movie 23
Aegong 22
Bale 22
soO 20
Sacsri 19
ajuk12(nOOB) 18
Classic 16
yabsab 11
Dota 2
Dendi531
XcaliburYe281
Other Games
B2W.Neo1184
Lowko440
Fuzer 230
Mew2King95
NeuroSwarm58
Railgan26
Organizations
StarCraft 2
IntoTheiNu 898
Other Games
ComeBackTV 269
Counter-Strike
PGL154
[ Show 11 non-featured ]
StarCraft 2
• Dystopia_ 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• WagamamaTV142
Upcoming Events
IPSL
4h 37m
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
6h 37m
IntoTheTV X SOOP
22h 37m
IPSL
1d 4h
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
1d 10h
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
3 days
The PondCast
4 days
[ Show More ]
KCM Race Survival
4 days
WardiTV Invitational
4 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-11-05
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.