• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:19
CEST 03:19
KST 10:19
  • 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] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Syncronization issues and can't find games [ASL22] Ro16 Preview: Holy Diver BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Why Protoss Struggles on ASL (Ft. Shuttle, Tulbo)
Tourneys
[ASL22] Ro16 Group D [ASL22] Ro16 Group C KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
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
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
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
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7107 users

Community Feedback Update - March 13 - Page 11

Forum Index > SC2 General
235 CommentsPost a Reply
Prev 1 9 10 11 12 Next All
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2018-03-18 22:24:00
March 18 2018 22:23 GMT
#201
On March 19 2018 05:28 Boggyb wrote:
Show nested quote +
On March 19 2018 04:47 pvsnp wrote:
The matchups with real balance problems are PvZ (which Blizzard already addressed) and PvT (which is just Terran allins).

Moving back dropperlords doesn't instantly solve all of the PvZ issues. The best case scenario is it lets Protoss open with something other than Stargate without the risk of an instant build order loss which could let Protoss players figure out a build that helps mitigate the glaring mid and lategame issues in the matchup. That solution if it even exists would likely be an all-in or timing attack which would then become the one required opening.

Addressing a major point of imbalance like dropperlords is definitely a good start, if nothing else. It's also the most you can reasonably expect Blizzard to do at once–multiple changes at the same time are very rarely a good idea when it comes to balance.

PvT on the other hand has just been languishing in Terran 2-base allins for months. Kudos for Blizzard in achieving a state of pseudobalance around that, but the matchup as a whole definitely needs attention. As Artosis put it, the PvT meta is just whether Terran can kill Protoss before 2/2 arrives.
Denominator of the Universe
TL+ Member
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
Last Edited: 2018-03-18 23:04:29
March 18 2018 23:03 GMT
#202
On March 19 2018 06:36 bObA wrote:
Show nested quote +
On March 17 2018 21:08 bObA wrote:
And atm all the best terrans : Gumiho, Innovation, Byun, Ty are losing and not doing well in tournaments.
Only Maru is succeeding.
So talking about nerfing ravens because one player is using them well is non sense.
That is good Blizzard backed off with that nerf.

Anyway Serral shew us Zerg can use mass Vipers and Infestors and be as deadly as Ravens in late game.

The game was balanced but Maru played a bit better and also Serral is a foreigner.

In any matchups Koreans are almost better than foreigners.


That was what I said.

I have just watched the first game between Maru and Dark and even with mass ravens Dark killed Maru easily.
No need to nerf Ravens.
And guess what, to avoid ravens missile damage, Dark was doing simple moves what all terrans have been learning for 10 years to be in Master league : splitting and spreading units !

you probably didnt watch the first game, Dark pretty much won with ravager bust, then Maru clang on for dear life, from a massively disadvantageous position.
Sure he managed to crawl up to 200 vs 200, but while he had no bank and no mapcontrol, Dark was sitting on 10k resources and the entire map was covered with creep, mining from 8 and a half bases while Maru has been on 5 untill he mined them all out. This way Dark could afford to carefully take like 10 trades (all of them cost-inefficient still) and win, but by the end he was out of resources as well, his massive bank down to almost 0.

If anything Maru vs Dark g1 is a very good argument to rethink the missile, cuz i dont think that s the way to go, you almost kill the Terran but if he refuses to leave then u have to starve them out until they have no more resources in their bases.
The units lost tab clearly showed how cost effective Maru could be with that composition, even from a very bad position, against a very good and careful opponent.
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
March 18 2018 23:17 GMT
#203
On March 19 2018 07:23 pvsnp wrote:
Show nested quote +
On March 19 2018 05:28 Boggyb wrote:
On March 19 2018 04:47 pvsnp wrote:
The matchups with real balance problems are PvZ (which Blizzard already addressed) and PvT (which is just Terran allins).

Moving back dropperlords doesn't instantly solve all of the PvZ issues. The best case scenario is it lets Protoss open with something other than Stargate without the risk of an instant build order loss which could let Protoss players figure out a build that helps mitigate the glaring mid and lategame issues in the matchup. That solution if it even exists would likely be an all-in or timing attack which would then become the one required opening.

Addressing a major point of imbalance like dropperlords is definitely a good start, if nothing else. It's also the most you can reasonably expect Blizzard to do at once–multiple changes at the same time are very rarely a good idea when it comes to balance.

PvT on the other hand has just been languishing in Terran 2-base allins for months. Kudos for Blizzard in achieving a state of pseudobalance around that, but the matchup as a whole definitely needs attention. As Artosis put it, the PvT meta is just whether Terran can kill Protoss before 2/2 arrives.

PvT "imbalance" lies in the PvZ. Any P nerf would make PvZ instaloss. Not sure how fragile is TvZ with Terran buffs, I can think of some (shorter stim research, medevacs without the need of factory(starport after rax, but only medevacs allowed))
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2018-03-19 00:29:11
March 19 2018 00:26 GMT
#204
On March 19 2018 08:17 deacon.frost wrote:
Show nested quote +
On March 19 2018 07:23 pvsnp wrote:
On March 19 2018 05:28 Boggyb wrote:
On March 19 2018 04:47 pvsnp wrote:
The matchups with real balance problems are PvZ (which Blizzard already addressed) and PvT (which is just Terran allins).

Moving back dropperlords doesn't instantly solve all of the PvZ issues. The best case scenario is it lets Protoss open with something other than Stargate without the risk of an instant build order loss which could let Protoss players figure out a build that helps mitigate the glaring mid and lategame issues in the matchup. That solution if it even exists would likely be an all-in or timing attack which would then become the one required opening.

Addressing a major point of imbalance like dropperlords is definitely a good start, if nothing else. It's also the most you can reasonably expect Blizzard to do at once–multiple changes at the same time are very rarely a good idea when it comes to balance.

PvT on the other hand has just been languishing in Terran 2-base allins for months. Kudos for Blizzard in achieving a state of pseudobalance around that, but the matchup as a whole definitely needs attention. As Artosis put it, the PvT meta is just whether Terran can kill Protoss before 2/2 arrives.

PvT "imbalance" lies in the PvZ. Any P nerf would make PvZ instaloss. Not sure how fragile is TvZ with Terran buffs, I can think of some (shorter stim research, medevacs without the need of factory(starport after rax, but only medevacs allowed))

Colossus revert is what the Unity teamhouse pros agreed on, iirc. It vaporizes marines too fast. Alternatively, I think a Marauder revert would go a lot further in PvT than TvZ, especially with the current TvZ meta going for BL instead of Ultras.

A very simple, if inelegant, solution would just be to add some (+shield) damage buffs, which obviously has no effect on TvZ.
Denominator of the Universe
TL+ Member
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
March 19 2018 01:02 GMT
#205
On March 19 2018 09:26 pvsnp wrote:
Show nested quote +
On March 19 2018 08:17 deacon.frost wrote:
On March 19 2018 07:23 pvsnp wrote:
On March 19 2018 05:28 Boggyb wrote:
On March 19 2018 04:47 pvsnp wrote:
The matchups with real balance problems are PvZ (which Blizzard already addressed) and PvT (which is just Terran allins).

Moving back dropperlords doesn't instantly solve all of the PvZ issues. The best case scenario is it lets Protoss open with something other than Stargate without the risk of an instant build order loss which could let Protoss players figure out a build that helps mitigate the glaring mid and lategame issues in the matchup. That solution if it even exists would likely be an all-in or timing attack which would then become the one required opening.

Addressing a major point of imbalance like dropperlords is definitely a good start, if nothing else. It's also the most you can reasonably expect Blizzard to do at once–multiple changes at the same time are very rarely a good idea when it comes to balance.

PvT on the other hand has just been languishing in Terran 2-base allins for months. Kudos for Blizzard in achieving a state of pseudobalance around that, but the matchup as a whole definitely needs attention. As Artosis put it, the PvT meta is just whether Terran can kill Protoss before 2/2 arrives.

PvT "imbalance" lies in the PvZ. Any P nerf would make PvZ instaloss. Not sure how fragile is TvZ with Terran buffs, I can think of some (shorter stim research, medevacs without the need of factory(starport after rax, but only medevacs allowed))

Colossus revert is what the Unity teamhouse pros agreed on, iirc. It vaporizes marines too fast. Alternatively, I think a Marauder revert would go a lot further in PvT than TvZ, especially with the current TvZ meta going for BL instead of Ultras.

A very simple, if inelegant, solution would just be to add some (+shield) damage buffs, which obviously has no effect on TvZ.


Doesn't a marauder buff mostly mean the all-ins get better?

And the colossus revert is the obvious choice since it has the benefit of barely affecting PvZ at all. I'm not sure it would be enough of a change though--terran might need more than that.
seemsgood
Profile Joined January 2016
5527 Posts
March 19 2018 01:09 GMT
#206
On March 19 2018 09:26 pvsnp wrote:
Show nested quote +
On March 19 2018 08:17 deacon.frost wrote:
On March 19 2018 07:23 pvsnp wrote:
On March 19 2018 05:28 Boggyb wrote:
On March 19 2018 04:47 pvsnp wrote:
The matchups with real balance problems are PvZ (which Blizzard already addressed) and PvT (which is just Terran allins).

Moving back dropperlords doesn't instantly solve all of the PvZ issues. The best case scenario is it lets Protoss open with something other than Stargate without the risk of an instant build order loss which could let Protoss players figure out a build that helps mitigate the glaring mid and lategame issues in the matchup. That solution if it even exists would likely be an all-in or timing attack which would then become the one required opening.

Addressing a major point of imbalance like dropperlords is definitely a good start, if nothing else. It's also the most you can reasonably expect Blizzard to do at once–multiple changes at the same time are very rarely a good idea when it comes to balance.

PvT on the other hand has just been languishing in Terran 2-base allins for months. Kudos for Blizzard in achieving a state of pseudobalance around that, but the matchup as a whole definitely needs attention. As Artosis put it, the PvT meta is just whether Terran can kill Protoss before 2/2 arrives.

PvT "imbalance" lies in the PvZ. Any P nerf would make PvZ instaloss. Not sure how fragile is TvZ with Terran buffs, I can think of some (shorter stim research, medevacs without the need of factory(starport after rax, but only medevacs allowed))

Colossus revert is what the Unity teamhouse pros agreed on, iirc. It vaporizes marines too fast. Alternatively, I think a Marauder revert would go a lot further in PvT than TvZ, especially with the current TvZ meta going for BL instead of Ultras.

A very simple, if inelegant, solution would just be to add some (+shield) damage buffs, which obviously has no effect on TvZ.

I rather have old liberators back.Current liberators were fine in last year but now they got powercreep'd.
Athenau
Profile Joined March 2015
589 Posts
March 19 2018 02:44 GMT
#207
On March 19 2018 10:09 seemsgood wrote:
Show nested quote +
On March 19 2018 09:26 pvsnp wrote:
On March 19 2018 08:17 deacon.frost wrote:
On March 19 2018 07:23 pvsnp wrote:
On March 19 2018 05:28 Boggyb wrote:
On March 19 2018 04:47 pvsnp wrote:
The matchups with real balance problems are PvZ (which Blizzard already addressed) and PvT (which is just Terran allins).

Moving back dropperlords doesn't instantly solve all of the PvZ issues. The best case scenario is it lets Protoss open with something other than Stargate without the risk of an instant build order loss which could let Protoss players figure out a build that helps mitigate the glaring mid and lategame issues in the matchup. That solution if it even exists would likely be an all-in or timing attack which would then become the one required opening.

Addressing a major point of imbalance like dropperlords is definitely a good start, if nothing else. It's also the most you can reasonably expect Blizzard to do at once–multiple changes at the same time are very rarely a good idea when it comes to balance.

PvT on the other hand has just been languishing in Terran 2-base allins for months. Kudos for Blizzard in achieving a state of pseudobalance around that, but the matchup as a whole definitely needs attention. As Artosis put it, the PvT meta is just whether Terran can kill Protoss before 2/2 arrives.

PvT "imbalance" lies in the PvZ. Any P nerf would make PvZ instaloss. Not sure how fragile is TvZ with Terran buffs, I can think of some (shorter stim research, medevacs without the need of factory(starport after rax, but only medevacs allowed))

Colossus revert is what the Unity teamhouse pros agreed on, iirc. It vaporizes marines too fast. Alternatively, I think a Marauder revert would go a lot further in PvT than TvZ, especially with the current TvZ meta going for BL instead of Ultras.

A very simple, if inelegant, solution would just be to add some (+shield) damage buffs, which obviously has no effect on TvZ.

I rather have old liberators back.Current liberators were fine in last year but now they got powercreep'd.

I've said it before, give Liberator AtG 5 damage back so that they two-shot Stalkers at +1 instead of +2. Protoss has better chronoboost and better stalkers now, so this gives Terrans some initiative in the midgame even when they're behind a set of upgrades. It's a small, targeted change that's unlikely to affect any other matchup.
Boggyb
Profile Joined January 2017
2855 Posts
March 19 2018 03:37 GMT
#208
On March 19 2018 07:23 pvsnp wrote:
Show nested quote +
On March 19 2018 05:28 Boggyb wrote:
On March 19 2018 04:47 pvsnp wrote:
The matchups with real balance problems are PvZ (which Blizzard already addressed) and PvT (which is just Terran allins).

Moving back dropperlords doesn't instantly solve all of the PvZ issues. The best case scenario is it lets Protoss open with something other than Stargate without the risk of an instant build order loss which could let Protoss players figure out a build that helps mitigate the glaring mid and lategame issues in the matchup. That solution if it even exists would likely be an all-in or timing attack which would then become the one required opening.

Addressing a major point of imbalance like dropperlords is definitely a good start, if nothing else. It's also the most you can reasonably expect Blizzard to do at once–multiple changes at the same time are very rarely a good idea when it comes to balance.

Whether Blizzard should make one change or multiple depends on the size of the change and the size of the problem needing fixing. I don't see the dropperlord change as being massive while the issues with PvZ are. I'd like to see some more, small changes.

The idea of buffing storm so that it did either more damage to burrowed units or put a slow debuff on burrowed units has been floating in my head as a way to help Protoss deal with Lurkers without deleting them entirely from the match up and not really impacting PvT. (Yeah, Widow mines, but using storm to kill them would be a super niche strat)
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2018-03-19 06:23:21
March 19 2018 04:37 GMT
#209
On March 19 2018 11:44 Athenau wrote:
Show nested quote +
On March 19 2018 10:09 seemsgood wrote:
On March 19 2018 09:26 pvsnp wrote:
On March 19 2018 08:17 deacon.frost wrote:
On March 19 2018 07:23 pvsnp wrote:
On March 19 2018 05:28 Boggyb wrote:
On March 19 2018 04:47 pvsnp wrote:
The matchups with real balance problems are PvZ (which Blizzard already addressed) and PvT (which is just Terran allins).

Moving back dropperlords doesn't instantly solve all of the PvZ issues. The best case scenario is it lets Protoss open with something other than Stargate without the risk of an instant build order loss which could let Protoss players figure out a build that helps mitigate the glaring mid and lategame issues in the matchup. That solution if it even exists would likely be an all-in or timing attack which would then become the one required opening.

Addressing a major point of imbalance like dropperlords is definitely a good start, if nothing else. It's also the most you can reasonably expect Blizzard to do at once–multiple changes at the same time are very rarely a good idea when it comes to balance.

PvT on the other hand has just been languishing in Terran 2-base allins for months. Kudos for Blizzard in achieving a state of pseudobalance around that, but the matchup as a whole definitely needs attention. As Artosis put it, the PvT meta is just whether Terran can kill Protoss before 2/2 arrives.

PvT "imbalance" lies in the PvZ. Any P nerf would make PvZ instaloss. Not sure how fragile is TvZ with Terran buffs, I can think of some (shorter stim research, medevacs without the need of factory(starport after rax, but only medevacs allowed))

Colossus revert is what the Unity teamhouse pros agreed on, iirc. It vaporizes marines too fast. Alternatively, I think a Marauder revert would go a lot further in PvT than TvZ, especially with the current TvZ meta going for BL instead of Ultras.

A very simple, if inelegant, solution would just be to add some (+shield) damage buffs, which obviously has no effect on TvZ.

I rather have old liberators back.Current liberators were fine in last year but now they got powercreep'd.

I've said it before, give Liberator AtG 5 damage back so that they two-shot Stalkers at +1 instead of +2. Protoss has better chronoboost and better stalkers now, so this gives Terrans some initiative in the midgame even when they're behind a set of upgrades. It's a small, targeted change that's unlikely to affect any other matchup.


I agree a Liberator (or perhaps Widow Mine) tweak would be much better than reverting back to the old Marauder which would only further incentivize more all-ins from Terran.
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
March 19 2018 08:30 GMT
#210
On March 19 2018 13:37 Skyro wrote:
Show nested quote +
On March 19 2018 11:44 Athenau wrote:
On March 19 2018 10:09 seemsgood wrote:
On March 19 2018 09:26 pvsnp wrote:
On March 19 2018 08:17 deacon.frost wrote:
On March 19 2018 07:23 pvsnp wrote:
On March 19 2018 05:28 Boggyb wrote:
On March 19 2018 04:47 pvsnp wrote:
The matchups with real balance problems are PvZ (which Blizzard already addressed) and PvT (which is just Terran allins).

Moving back dropperlords doesn't instantly solve all of the PvZ issues. The best case scenario is it lets Protoss open with something other than Stargate without the risk of an instant build order loss which could let Protoss players figure out a build that helps mitigate the glaring mid and lategame issues in the matchup. That solution if it even exists would likely be an all-in or timing attack which would then become the one required opening.

Addressing a major point of imbalance like dropperlords is definitely a good start, if nothing else. It's also the most you can reasonably expect Blizzard to do at once–multiple changes at the same time are very rarely a good idea when it comes to balance.

PvT on the other hand has just been languishing in Terran 2-base allins for months. Kudos for Blizzard in achieving a state of pseudobalance around that, but the matchup as a whole definitely needs attention. As Artosis put it, the PvT meta is just whether Terran can kill Protoss before 2/2 arrives.

PvT "imbalance" lies in the PvZ. Any P nerf would make PvZ instaloss. Not sure how fragile is TvZ with Terran buffs, I can think of some (shorter stim research, medevacs without the need of factory(starport after rax, but only medevacs allowed))

Colossus revert is what the Unity teamhouse pros agreed on, iirc. It vaporizes marines too fast. Alternatively, I think a Marauder revert would go a lot further in PvT than TvZ, especially with the current TvZ meta going for BL instead of Ultras.

A very simple, if inelegant, solution would just be to add some (+shield) damage buffs, which obviously has no effect on TvZ.

I rather have old liberators back.Current liberators were fine in last year but now they got powercreep'd.

I've said it before, give Liberator AtG 5 damage back so that they two-shot Stalkers at +1 instead of +2. Protoss has better chronoboost and better stalkers now, so this gives Terrans some initiative in the midgame even when they're behind a set of upgrades. It's a small, targeted change that's unlikely to affect any other matchup.


I agree a Liberator (or perhaps Widow Mine) tweak would be much better than reverting back to the old Marauder which would only further incentivize more all-ins from Terran.

I believe that Blizzard doesn't want to buff units which are annoying. And flying siege tank is annoying. It's similar to the Oracle. IMO
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
xongnox
Profile Joined November 2011
540 Posts
March 19 2018 10:35 GMT
#211
Terran need better bio vsP, not libs. And libs actually are more present in terran all-ins than maraudeurs, so i don't get your point.

Libs are dead vP not only because they were nerfed and stalkers buffed, but because the free Recall. Let's say you turtle to liberator range. If the P isn't tech ready but position himself aggressively he simply win time, then basetrade you, then recall. With protoss being on more nexus etc it' a 100% legit move.

Globally recall is maybe needed vs Z but is a huge concern vs T. It feels really unfair, and smashing the opponents units after the recall seems OP, at least the opponent should have more time to react and go away.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2018-03-19 11:05:28
March 19 2018 11:03 GMT
#212
Recall needs to be 125 Energy and with a shared global cooldown for both Nexus and Mothership.

Freely teleportering units anywhere on the map is bad for the game. Being out of position should have consequences.

Protoss may need to have single recall for balance reasons but it should be a long time between uses so that it becomes more important when to use it.
ypslala
Profile Joined April 2011
Burma545 Posts
Last Edited: 2018-03-19 11:28:20
March 19 2018 11:27 GMT
#213
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range
best SC2 game of aaaaaaall time: vibe vs avilo (don't miss the end!!): https://youtu.be/mygH92WzKV4
ReachTheSky
Profile Joined April 2010
United States3294 Posts
March 19 2018 12:15 GMT
#214
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range


Bunker rushes are nothing compared to what they were. If you die to a bunker rush these days you deserve the loss. They are easy to scout and easy to hold. Once they are held, it's pretty much an auto loss for terran. Bunker rushes are a gigantic gamble these days that rarely pays off. Maru got extremely lucky.
TL+ Member
ihatevideogames
Profile Joined August 2015
570 Posts
March 19 2018 12:35 GMT
#215
What if Armory cost and build time were reduced, so terran could start 2/2 infantry a bit faster?
Would faster terran infantry upgrades and faster upgrades for mech have too big ramifications for TvZ?
Boggyb
Profile Joined January 2017
2855 Posts
March 19 2018 13:01 GMT
#216
On March 19 2018 20:03 MockHamill wrote:
Recall needs to be 125 Energy and with a shared global cooldown for both Nexus and Mothership.

Freely teleportering units anywhere on the map is bad for the game. Being out of position should have consequences.

Protoss may need to have single recall for balance reasons but it should be a long time between uses so that it becomes more important when to use it.

Watch Serral Neeb on Acid Plant and imagine how that game would play out if Neeb had even LESS mobility.
KR_4EVR
Profile Joined July 2017
316 Posts
March 19 2018 13:36 GMT
#217
On March 19 2018 08:03 Geo.Rion wrote:
Show nested quote +
On March 19 2018 06:36 bObA wrote:
On March 17 2018 21:08 bObA wrote:
And atm all the best terrans : Gumiho, Innovation, Byun, Ty are losing and not doing well in tournaments.
Only Maru is succeeding.
So talking about nerfing ravens because one player is using them well is non sense.
That is good Blizzard backed off with that nerf.

Anyway Serral shew us Zerg can use mass Vipers and Infestors and be as deadly as Ravens in late game.

The game was balanced but Maru played a bit better and also Serral is a foreigner.

In any matchups Koreans are almost better than foreigners.


That was what I said.

I have just watched the first game between Maru and Dark and even with mass ravens Dark killed Maru easily.
No need to nerf Ravens.
And guess what, to avoid ravens missile damage, Dark was doing simple moves what all terrans have been learning for 10 years to be in Master league : splitting and spreading units !

you probably didnt watch the first game, Dark pretty much won with ravager bust, then Maru clang on for dear life, from a massively disadvantageous position.
Sure he managed to crawl up to 200 vs 200, but while he had no bank and no mapcontrol, Dark was sitting on 10k resources and the entire map was covered with creep, mining from 8 and a half bases while Maru has been on 5 untill he mined them all out. This way Dark could afford to carefully take like 10 trades (all of them cost-inefficient still) and win, but by the end he was out of resources as well, his massive bank down to almost 0.

If anything Maru vs Dark g1 is a very good argument to rethink the missile, cuz i dont think that s the way to go, you almost kill the Terran but if he refuses to leave then u have to starve them out until they have no more resources in their bases.
The units lost tab clearly showed how cost effective Maru could be with that composition, even from a very bad position, against a very good and careful opponent.


I politely disagree.

Maru didn't crawl back because his units were better but because Dark lost broadness of vision. With his bank, he could have been doing simultaneous lurker drops in the main, ling floods around the sides, and threatening with parasitic bomb (but not actually attacking) at the same time. He became too focused and kept hitting the rock that was a solid position on the map. What Dark did was a really advanced version of trying to run 100 marines again and again into 15 lurkers. But just because it was an advanced composition, that doesn't change anything from a tactical standpoint.

Move then to the later games. Dark evolved. He did learn how to break the Raven/ghost combo. You could see how without the ghosts, ravens die, and without the ravens, ghosts die. But that's not why he won. He also started attacking more than one objective on the map simultaneously. Consider the burrowed roach game. That was won because Dark could do more things than Maru could respond to - that's how Zerg is supposed to win, and he did.
Et tu Brute ?
Boggyb
Profile Joined January 2017
2855 Posts
March 19 2018 13:40 GMT
#218
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range

The function of spore crawlers and spine crawlers is to defend Zerg bases. Neither should be allowed for offensive purposes. To avoid misuse of the buildings, they need to be in range of a hatchery. For example, like 15 range.
ReachTheSky
Profile Joined April 2010
United States3294 Posts
March 19 2018 13:58 GMT
#219
On March 19 2018 22:40 Boggyb wrote:
Show nested quote +
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range

The function of spore crawlers and spine crawlers is to defend Zerg bases. Neither should be allowed for offensive purposes. To avoid misuse of the buildings, they need to be in range of a hatchery. For example, like 15 range.


Nothing is stopping a zerg from building a hatchery anywhere on the map to create creep for the spines/spores to burrow on.
TL+ Member
fds
Profile Joined February 2011
Slovenia258 Posts
March 19 2018 14:27 GMT
#220
On March 19 2018 21:35 ihatevideogames wrote:
What if Armory cost and build time were reduced, so terran could start 2/2 infantry a bit faster?
Would faster terran infantry upgrades and faster upgrades for mech have too big ramifications for TvZ?


Making bio 2/2 upgrade faster is very interesting idea. Cheaper and faster armory might be problematic due to faster access to helbats and thors.
Maybe simple solution would be to postpone armory requirement, so you would need it only for 3/3.
Prev 1 9 10 11 12 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSTL: Wild Card
CranKy Ducklings96
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 107
EnDerr 3
StarCraft: Brood War
Rain 1745
GuemChi 1433
Artosis 643
MaD[AoV]18
Dota 2
monkeys_forever453
NeuroSwarm153
LuMiX0
League of Legends
Doublelift3987
JimRising 552
Counter-Strike
taco 78
minikerr16
Super Smash Bros
hungrybox1887
Mew2King169
Other Games
summit1g11728
C9.Mang0349
PiGStarcraft284
Livibee201
XaKoH 149
Maynarde101
ViBE82
Organizations
Other Games
gamesdonequick1964
BasetradeTV32
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 125
• davetesta13
• Letter146
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade180
Upcoming Events
IntoTheTV X SOOP
9h 41m
Cure vs SHIN
herO vs Solar
Percival vs Classic
ByuN vs Rogue
OSC
20h 41m
Replay Cast
22h 41m
IntoTheTV X SOOP
1d 9h
Replay Cast
1d 22h
GSL
2 days
Replay Cast
2 days
GSL
3 days
Shopify Rebellion Sundays
3 days
Spirit vs Mixu
Replay Cast
3 days
[ Show More ]
Afreeca Starleague
4 days
Shine vs Rush
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Light vs EffOrt
PiGosaur Cup
5 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
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.