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Designated Balance Discussion Thread - Page 203

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 Jermstuddog   United States. April 10 2012 07:35. Posts 2054
Profile Blog # 
@da_head
I don't even know how to respond to that...

You ramble on about 2 base timings and something about lings being efficient/not efficient, then say I'm want my midgame army to be as efficient as the Protoss army, then tell me to stay on topic...

Ok...

Just to clarify... I haven't said shit about 2 base timings or Mutas losing to Stalkers or anything remotely close to that.

I am talking about LATE GAME ZvP. This generally means Protoss is on 3 or more bases and Zerg is on 5 or more. Both armies are maxed, and you are most likely 3/3 on your ground army, there is a mothership and Broodlords floating around, and you are filling out the odds and ends of your tech, replacing lower cost units with higher cost units as engagements allow.

It is my understanding that Blizzard saw fit to add a +2 range upgrade to the fleet beacon to allow for Phoenixes to aptly counter Mutalisks. They justified this change with the argument that massing Mutas should not be viable into the late game, and this should force Zerg to pursue other tech as the game progresses on.

I am saying that Blizzard forgot half the matchup. The Stalker fills the same exact harass/map control role for Protoss that the Muta does for Zerg while ALSO acting as the meat of the deathball. If Protoss deserves a +2 range upgrade to stop muta harass, Zerg needs an upgrade somewhere to stop the Stalker harass. The obvious answer is to buff the roach when you consider its relationship with the Stalker. Much the same as how the Phoenix shits on the muta and dies to pretty much everything else, roaches SHOULD slaughter Stalkers and die to everything else. Unfortunately that is not the case. Roaches currently lose to Blink Stalkers in straight-up fights and lose to everything else as well.

This is what has lead to the massive spine walls we are currently seeing in late game ZvP. Spines are not made because they are imba, they are made because they are the only option Zerg has that can support Brood Lords against an endgame Protoss army without exploding in the first 2 seconds of the fight.

This highly immobile composition of Broodlords and spine crawlers acting as the core, augmented with infestors, generally waiting in the back, leaves Zerg open to counter attacks to which they have no answer (why we're seeing Zergs sacrifice their main/natural/third and turtling up in the corner by their freshest bases with the most plentiful resources).

I believe 6 range roaches in the late game of ZvP would solve this immobility problem by allowing late game roaches to fight Stalkers and not lose outright. I don't think this would adversely affect ZvT as Ultras are generally superior to roaches in that MU.

Every post I have made thus far supports this argument, and all the responses have been dealt with in a logical manner, only pulling out insults when people bring up inane shit or use an obvious argument that I have already dealt with (showing that they can't bother to read the conversation before typing).

Either way, my point has been made. I see no realistic counter arguments and don't feel like typing in circles forever.

Good day sirs.
Last edit: 2012-04-10 08:10:50
As it turns out, marines don't actually cost any money -Jinro
Old Post

 
 Jermstuddog   United States. April 10 2012 07:41. Posts 2054
Profile Blog # 

On April 10 2012 07:17 7mk wrote:

Show nested quote +



lol, why are units that kill ur mothership and carriers "useless"


Because 30 supply is a lot more than 8, 14, or 20 depending on how many carriers you make (more than 2 is quite bad).

Again, ZvP is all about keeping that 200 supply as efficient as possible, throwing 30 supply worth of corruptors at a Protoss army on the off chance that you MIGHT kill his mothership, carriers, and void rays is incredibly risky and not very rewarding.

Even Tyler agrees with me on this one, watch SotG a few episodes back.
As it turns out, marines don't actually cost any money -Jinro
Old Post

 
 Shiori   April 10 2012 07:41. Posts 2816
Profile Blog # 
Mutalisks and Stalkers fulfill the same role? Surely you jest.
Old Post

 
 Jermstuddog   United States. April 10 2012 07:51. Posts 2054
Profile Blog # 

On April 10 2012 07:41 Shiori wrote:
Mutalisks and Stalkers fulfill the same role? Surely you jest.


Tired of dealing with your pointless one-liners. You win the internet bro.
As it turns out, marines don't actually cost any money -Jinro
Old Post

 
 ooozer   Germany. April 10 2012 08:02. Posts 225
Profile # 

On April 10 2012 07:35 Jermstuddog wrote:
@da_head
I don't even know how to respond to that...

You ramble on about 2 base timings and something about lings being efficient/not efficient, then say I'm want my midgame army to be as efficient as the Protoss army, then tell me to stay on topic...

Ok...

Just to clarify... I haven't said shit about 2 base timings or Mutas losing to Stalkers or anything remotely close to that.

I am talking about LATE GAME ZvP. This generally means Protoss is on 3 or more bases and Zerg is on 5 or more. Both armies are maxed, and you are most likely 3/3 on your ground army, there is a mothership and Broodlords floating around, and you are filling out the odds and ends of your tech, replacing lower cost units with higher cost units as engagements allow.

It is my understanding that Blizzard saw fit to add a +2 range upgrade to the fleet beacon to allow for Phoenixes to aptly counter Mutalisks. They justified this change with the argument that massing Mutas should not be viable into the pate game, and this should force Zerg to pursue other tech as the game progresses on.

I am saying that Blizzard forgot half the matchup. The Stalker fills the same exact harass/map control role for Protoss that the Muta does for Zerg while ALSO acting as the meat of the deathball. If Protoss deserves a +2 range upgrade to stop muta harass, Zerg needs an upgrade somewhere to stop the Stalker harass. The obvious answer is to buff the roach when you consider its relationship with the Stalker. Much the same as how the Phoenix shits on the muta and dies to pretty much everything else, roaches SHOULD slaughter Stalkers and die to everything else. Unfortunately that is not the case. Roaches currently lose to Blink Stalkers in straight-up fights and lose to everything else as well.

This is what has lead to the massive spine walls we are currently seeing in late game ZvP. Spines are not made because they are imba, they are made because they are the only option Zerg has that can support Brood Lords against an endgame Protoss army without exploding in the first 2 seconds of the fight.

This highly immobile composition of Broodlords and spine crawlers acting as the core, augmented with infestors, generally waiting in the back, leaves Zerg open to counter attacks to which they have no answer (why we're seeing Zergs sacrifice their main/natural/ and turtling up in the corner by their freshest bases with the most plentiful resources).

I believe 6 range roaches in the late game of ZvP would solve this immobility problem by allowing late game roaches to fight Stalkers and not lose outright. I don't think this would adversely affect ZvT as Ultras are generally superior to roaches in that MU.

Every post I have made thus far supports this argument, and all the responses have been dealt with in a logical manner, only pulling out insults when people bring up inane shit or use an obvious argument that I have already dealt with (showing that they can't bother to read the conversation before typing).

Either way, my point has been made. I see no realistic counter arguments and don't feel like typing in circles forever.

Good day sirs.



You clearly never played toss. Stalker do not have the same role as mutas. Stalkers can't pin you in your base, they usually don't evaporate mineral lines in seconds and lack the mobility of mutas. They are fast, yes, but only in comparison to their tech counterparts (marauders and roaches). They tend to overkill because of their slow firing mechanics, which basically means stalker dmg is kind of linear, whereas muta dmg increases faster the more mutas you have . Once you reach a critical mass of mutas, you can outright kill equal amounts of stalkers. This was not intended (as the patch stated). Mutas should be an addition to armys nothing more.
Stalkers, on the other hand, belong to the allround units. They're quite good anti air, they can beat roaches when microed and are overall the better PvZ unit than zealots. Zealot and DT are the harassing units of PvZ since they do not serve a greater surpose in the late game death ball. They're easily countered by banelings, fungals, roaches and Blords.
Buffing roaches in order to let them crush stalkers would totally break the game. Zealots may win a direct 1on1, but simple micro renders them useless which means, the only units to counter roaches would be immortals, void rays and archons. All of those units you cannot mass.

Phoenix are the intended counter to mutas, (mutas counter void rays, void rays counter corruptors, corruptor counter phoenixes, phoenixes counter mutas) but they suck agaisnt them just like stalkers once the muta count gets o high. That's because phoenixes shoot while moving which renders magic box useless since they wouldn't have an advantage towards mutas then (kiting them with speed). You cannot build up equal numbers of phoenixes because otherwise protoss ground army lacks firepower. Lings cost no gas, roaches cost 25 gas while stalkers cost 25 more gas and 50 more minerals. Building more zealots is no solution because, as already stated, they suck agaisnt microed roaches.
Last edit: 2012-04-10 08:09:27
Old Post

 
 Shiori   April 10 2012 08:12. Posts 2816
Profile Blog # 

On April 10 2012 07:51 Jermstuddog wrote:

Show nested quote +



Tired of dealing with your pointless one-liners. You win the internet bro.

If you're just going to say something that's plainly false, you're going to get a one liner.
Old Post

 
 meltingmykohchoo   April 10 2012 08:21. Posts 166
Profile Blog # 

On April 10 2012 06:31 Big J wrote:

Show nested quote +


na he is not. though i agree with his basic argument that they should straight up increase the micro potential of some units in the game, a lot of his statements are simply untrue.
Fungals for example are way less micro reducing then 13range siege tanks. Why do zergs crash blings into whatever is in their way? because it is better to just sacrife them on the tank/marauder then to let 5 of them die without doing any damage at all to anything. The list of "microreducing" stuff in the game is long and most of it is in the Terran arsenal, hidden behind insane dps, range and microability that prevents the other races micro to become even half as useful as theirs.

also zhr thing with mutas... theit bounce doesnt add up at all. once there are >3 enemys, every bounce hits no matter what. thry get better in masses because they are mobile flyers that can choose weak targets and simply have less diwntime than rather inactive units, but statswise and in battles they sum up extremly poorly.
and yeah, roaches are pretty costefficient, but with blinkmicro alone even cost stalkers become pretty even.


i feel like you probably play zerg and terran. and what is your arguement? fungals are an example of reducing micro vs tank range reducing micro?? having tanks range increases your micro potential from both sides?? amirite? without tanks you a move you ling bling army into their mm and win just cause u got alot more stuff. with tanks you have to split up your lings and blings before an engage, run in with a small group of 1 or 2 lings to absorb the damage with a infested terran egg to follow up with more tank damage soaking. not the most micro intensive thing but better than a moved splingbling vs marinesplit. Tanks in no way reduce micro potential they just offer different forms of micro potential. fungals i think are very good for micro in zvt. makes u position your tanks and gives more potential for marine micro because they are extremely fast w/ stim. but in pvz all protoss units are pretty slow with the exception of stalkers and pheonixes and pheonixes are just god awful. stalkers just get raped by fungal and fungals are almost impossible to dodge in pvz.
what in the terran arsenal reduces micro??? maybe conc shells a little... Tanks dont, marines dont, stim doesnt, hellions dont, ravens dont, banshees dont, medivacs dont, thors... maybe they dont have any micro potential other than focus firing vs split mutas and maybe a medivac lift to prevent damage or death (yeah there might be more but thors cant really be microed to well).

mutas idk wtf ur talking about.. the bounce does add up lol. not infinitely but it does add up alot versus protoss

and versus roaches... go in a micro tester... get 10 or 20 stalkers and then get double the amount of roaches and see how cost effective you can get versus roaches lol.
"HeRp DeRp"
Old Post

 
 Plansix   United States. April 10 2012 09:44. Posts 5372
Profile Blog # 

On April 10 2012 06:55 Shiori wrote:

Show nested quote +



I can't even fathom how bad you must be at this game.

Do you even watch pro Sc2?



I am not even sure what game he is playing, because I have never seen of the things he describes. More importantly other zergs are coming in and arguing with him that roaches are fine. He also keeps dodging the point that professional zergs appear to be having no issues at all.
Nony on PvT: "It's not imbalanced, the protoss wins and then there is a five minute death animation for the Terran"
Old Post

 
 Sabu113   United States. April 10 2012 10:18. Posts 6235
Profile Blog # 
I think a problem with his post and a mentality that should be maintained throughout the thread is thinking about how whatever change to the problem you see would affect the ability of the other race to win.

I still think the ability of fungal growth to do effectively the same damage of storm and kill off airplay is somewhat silly. That said changing it would just kill off zergs en masse. It keeps the momentum of blink stalkers in check and gives zergs a viable way of dealing with drop play without diverting off to a bunch of different tech paths.
"But looking at player’s responses, I think they are correct in calling it “Terrancraft.”- Coach Park
Old Post

 
 Mehukannu   Finland. April 10 2012 13:00. Posts 387
Profile # 
Honestly, he should be posting replays of his ZvP which would show the issue of him having problem with stalkers late game (lol) rather than post nonsense all over this thread. I am 100% sure that the problem lies elsewhere. As the old internet saying goes: no pics, no proof. Right guys?
C=('. ' Q)
Old Post

 
 ETisME   Hong Kong. April 10 2012 13:23. Posts 4890
Profile Blog # 

On April 10 2012 10:18 Sabu113 wrote:
I think a problem with his post and a mentality that should be maintained throughout the thread is thinking about how whatever change to the problem you see would affect the ability of the other race to win.

I still think the ability of fungal growth to do effectively the same damage of storm and kill off airplay is somewhat silly. That said changing it would just kill off zergs en masse. It keeps the momentum of blink stalkers in check and gives zergs a viable way of dealing with drop play without diverting off to a bunch of different tech paths.

it's much more than that.
Fungal growth is the only spell that could make the zerg 200/200 cost efficient against a high food cost toss army.
It is the only AoE spell that we have, while toss has colossus and storm
 
Old Post

 
 Big J   Austria. April 10 2012 18:10. Posts 5014
Profile Blog # 

On April 10 2012 08:21 meltingmykohchoo wrote:

Show nested quote +



i feel like you probably play zerg and terran. and what is your arguement? fungals are an example of reducing micro vs tank range reducing micro?? having tanks range increases your micro potential from both sides?? amirite? without tanks you a move you ling bling army into their mm and win just cause u got alot more stuff. with tanks you have to split up your lings and blings before an engage, run in with a small group of 1 or 2 lings to absorb the damage with a infested terran egg to follow up with more tank damage soaking. not the most micro intensive thing but better than a moved splingbling vs marinesplit. Tanks in no way reduce micro potential they just offer different forms of micro potential. fungals i think are very good for micro in zvt. makes u position your tanks and gives more potential for marine micro because they are extremely fast w/ stim. but in pvz all protoss units are pretty slow with the exception of stalkers and pheonixes and pheonixes are just god awful. stalkers just get raped by fungal and fungals are almost impossible to dodge in pvz.
what in the terran arsenal reduces micro??? maybe conc shells a little... Tanks dont, marines dont, stim doesnt, hellions dont, ravens dont, banshees dont, medivacs dont, thors... maybe they dont have any micro potential other than focus firing vs split mutas and maybe a medivac lift to prevent damage or death (yeah there might be more but thors cant really be microed to well).

mutas idk wtf ur talking about.. the bounce does add up lol. not infinitely but it does add up alot versus protoss

and versus roaches... go in a micro tester... get 10 or 20 stalkers and then get double the amount of roaches and see how cost effective you can get versus roaches lol.


Yeah, tanks can increase the micro in a battle, just like fungals do (keeping your army split and out of infestor range, target fire infestors).
The example should only show, how something that can increase micro, can also take away micro (you stim your marines away, my banelings all go to amove on tanks because it is more efficient than chasing the marines and then having just as many banelings getting shelled while the tanks are still alive). I just think it is pretty dumb to say fungal and FF straight up reduce micro. Ever gotten a baneling shelled by a tank? That is micro reducing. (baneling dead == no micro possible anymore)

And the point with Terran's micro reducing arsenal is not that Terran does not have to micro. It's that the other races micro becomes way less important and way less useful, if a Terran micros well. The disparity between Terran micro potential and the other races micro potential is just to big. Probably the best way to introduce more micro would be to straight up buff the other races possibilities on the cost of unit stats, yet it's not like the other races would completly lack those possibilities.
Ling/bling micro, blink micro, colossus micro, yeah even burrow micro (in ZvZ) and hydralisks that pull behind roach/ling walls... become possible if the other race can't just stim/shoot/run against anything you have and "glass canon"- design (+medivacs) of your opponents units doesn't make disengaging the worst possible choice.
Again, some of the things lead to nice interactions, but most of them just lead to Terran microing his heart out to win a battle and the other races just trying to crush the Terran army, because in inferior numbers not even Automaton2000 can win a battle against decent bio micro.

Mutas don't add up through bounce. Just do the math:
3 stalkers vs 3 mutalisks: 1+3+9 * 3 damage = 3 + 9 + 27 damage
3 stalkers vs 10 mutalisks: 1+3+9 * 10 damage = 10 + 30 + 90 damage
10 stalkers vs 10 mutalisks: 1+3+9 * 10 damage = 10 + 30 + 90 damage
Once there are more than 3 units, the damage adds up linear, not like AoE that hits more units the more units are there (at least on average). Mutas add up for the reasons I wrote: you can choose your targets and engage weak spots and you can engage very often (so you get more damage out of them per gametime). You split your stalkers in 4 small groups? 1 big group of mutas beats that. Add to that that stalkers don't add up that well themselves due to their size and low dps (low dps per area - important when fighting stacked units like mutas) and now you have it. Mutas sometimes being able to engage stalkers efficiently.

10-20 blink stalkers are not costefficient, but the higher the costnumbers become for both sides, the better for the stalkers, due to roaches adding up even more poorly than stalkers (6range, 4range). Also realistic Terrain compared to open field unit tester makes a huge difference in that combat.
 
Old Post

 
 ProxyKnoxy   United Kingdom. April 10 2012 18:14. Posts 2543
Profile # 
6 range roaches...? Do you realise how imbalanced that would be midgame PvZ?
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
Old Post

 
 DarkLordOlli   Austria. April 10 2012 19:18. Posts 6997
Profile # 
It's funny how he thinks Corruptors are useless. They only kill every important unit in my army (Mothership, Void Rays, Carriers (if anybody ever makes them), Colossi) and can then be morphed into brood lords to kill the rest of my army. This person is funny.
Made in Japan | Exile on Main Street | Automatic for the People | Who's Next? | The Sufferer and the Witness | Led Zeppelin II | Perfect Strangers
Old Post

  teamhozac   April 10 2012 20:30. Posts 404Profile # 

Yeah, tanks can increase the micro in a battle, just like fungals do (keeping your army split and out of infestor range, target fire infestors).
The example should only show, how something that can increase micro, can also take away micro (you stim your marines away, my banelings all go to amove on tanks because it is more efficient than chasing the marines and then having just as many banelings getting shelled while the tanks are still alive). I just think it is pretty dumb to say fungal and FF straight up reduce micro. Ever gotten a baneling shelled by a tank? That is micro reducing. (baneling dead == no micro possible anymore)


Wow, single worst point I think I have ever seen, "Oh no my unit died how am I supposed to micro now?" LOL you can't be serious right? And yes, fungal and FF ARE micro reducing, they make it so the terran cannot split/stim/kite,etc... sure it takes a tiny bit of micro on the protoss/zerg part but not much
Old Post

 
 roflcopter420   Sweden. April 10 2012 22:41. Posts 168
Profile # 

On April 10 2012 19:18 DarkLordOlli wrote:
It's funny how he thinks Corruptors are useless. They only kill every important unit in my army (Mothership, Void Rays, Carriers (if anybody ever makes them), Colossi) and can then be morphed into brood lords to kill the rest of my army. This person is funny.


Yes, that is why every standard zerg build involves getting a dozen corruptors.
Its much the same as milking a cow
Old Post

 
 OmegaKnetus   Germany. April 10 2012 22:49. Posts 173
Profile Blog # 

On April 10 2012 22:41 roflcopter420 wrote:

Show nested quote +



Yes, that is why every standard zerg build involves getting a dozen corruptors.


Isn't that exactly what zergs do lategame?

Massing 1000 corrupters and infestors and then morph broodlords. That's all zerg has to do in any matchup
Zealots pretty UP, if you get what I mean
Old Post

 
 Fuchsteufelswild   Australia. April 10 2012 23:35. Posts 739
Profile # 
When people make their comments about fungal being 'as damaging as storm', it not only assumes that half of storm whiffs because of either inaccuracy or speed of the targets you are trying to hit (and the controlling player's reactions), it assumes that zerg has a lot more Infestors than protoss has High Templar. Now this assumption is fair enough, the number of each that each race would typically have is due to how the races work, what they need in different situations and how many they need of those units, but then the same protosses fail to take into account the drastically larger amount of energy pool that the zerg obviously has and how much more they've invested into storm.
If you had an unusually large number of templar, you could storm crazily, but in most situations, this is simply not practical. That doesn't mean you can just complain about it though, because you're comparing a certain amount of Psionic Storms* to two and a half times as many Fungal Growths* and then acting as if it's wrong that they're not equal in power.

*and that amount of investment in the casters
Calm - FantaSy - ZerO - Bisu - Jaedong - NaDa - Nal_rA - EffOrt - LosirA - Grubby - Nerchio - Supernova - Squirtle - Leta - Golden
Old Post

 
 Big J   Austria. April 11 2012 00:41. Posts 5014
Profile Blog # 

On April 10 2012 22:49 OmegaKnetus wrote:

Show nested quote +



Isn't that exactly what zergs do lategame?

Massing 1000 corrupters and infestors and then morph broodlords. That's all zerg has to do in any matchup

he said and queued 10more marines.
 
Old Post

 
 Shiori   April 11 2012 00:45. Posts 2816
Profile Blog # 

On April 10 2012 23:35 Fuchsteufelswild wrote:
When people make their comments about fungal being 'as damaging as storm', it not only assumes that half of storm whiffs because of either inaccuracy or speed of the targets you are trying to hit (and the controlling player's reactions), it assumes that zerg has a lot more Infestors than protoss has High Templar. Now this assumption is fair enough, the number of each that each race would typically have is due to how the races work, what they need in different situations and how many they need of those units, but then the same protosses fail to take into account the drastically larger amount of energy pool that the zerg obviously has and how much more they've invested into storm.
If you had an unusually large number of templar, you could storm crazily, but in most situations, this is simply not practical. That doesn't mean you can just complain about it though, because you're comparing a certain amount of Psionic Storms* to two and a half times as many Fungal Growths* and then acting as if it's wrong that they're not equal in power.

*and that amount of investment in the casters

The point is that Fungal Growth is a guaranteed payoff for a decent player. Storming isn't. I'm not here to tell you that Storm is worse than fungal, or something, but it's definitely a lot more of a risk for pretty similar reward. A successful storm is one that does roughly the amount of damage that fungals do automatically. Every unit worth storming is pretty much fast enough to dodge it pretty effectively, so there's rarely a case in which the 80 damage limit actually comes into play.

The reason Zergs have more Infestors than Toss have HTs is because HTs are just too risky to mass. Infestors have the ability to spawn units and freeze things in place, which synergizes well with the surround style that Zerg units work with.
Old Post

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