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TvP Lategame comment from Blizzard - Page 111

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 Kharnage   Australia. May 22 2012 11:05. Posts 831
Profile # 

On May 22 2012 10:53 cydial wrote:

Show nested quote +



Do the math... the mule makes the terran EVEN with the other races in terms of eco considering...

-Terran has to lose mining time to make a building
-Spend money to get the orbital

Once terran actually starts to use the mule it's about even with the zerg and protoss that have been using their macro mechanics since the very beginning of the game...


Actually, after I think 7 minutes terran is ahead in TvP even if protoss uses all their chrono on probes. Someone did the math and yeah, mules are really good. Also once a base has more than 16 mineral workers mules become even better, because you can over saturate a mineral line.
Note that the advantage you're talking about isn't always available as protoss cause you need to use chrono on warp gate research etc so you don't die to really aggressive openings. getting an orbital and muling away has no negative effect on aggressive play, unlike using all your chrono on probes. for zerg this is even more true, you simply cannot be aggressive and take full advantage of faster drones. Likewise if you drone as hard as you can, you'll die to early aggression.
Old Post

  roymarthyup   May 22 2012 11:23. Posts 1442Profile # 

On May 22 2012 10:45 Alejandrisha wrote:

Show nested quote +



you are missing the point
no one has identified a problem
saying that "protoss is overpowered in the lategame" is not identifying a problem. what is making protoss late game overpowered? can't seem to find an actual consensus but instead taking stabs at it: remove warp-in! remove feedback! back these units better or these units worse. these are not solutions to a problem because after 100 pages of terran groupthink, believe it or not nothing has been solved, nor has anyone even tried to identify the actual problem through looking at games where "imbalance" decided anything


terran early game (marines/marauder) beats toss lategame (voidray/carrier/mothership/immortal)

toss early game (stalkers/zealot) actually beats terran lategame (bc/thor/banshee/viking/tank)

this is all depending on the amounts of zeal/stalker and marine/marauder you make depending on what you need to counter

i should clarify something. marines are stronger than stalkers, and stalkers actually LOSE straight up even-food fights with terran endgame, and marines win fights against toss lategame, however just because which unit wins a fight doesnt say everything about the story. Stalkers are not a pushover and they will kill a large chunk of the army before they die.

YES, marines are stronger, now be quiet about marines being imba and let me explain something. Marines strength comes at the EXPENSE and WEAKNESS of being more weak to AoE mechanics compared to the stalker which has 160health and is much stronger against AoE mechanics. So... moving on...

marines actually win in the straight up fight at the weakness of being more weak to aoe (marines are 1food and 55hp and alot weaker to aoe compared to 160hp 2food stalkers). marines actually WIN the battle with the toss lategame, and stalkers lose the direct battle with the terran engame, but stalkers do not COMPLETELY lose they still kill a majority of the army at the strength of being less weak to aoe and also at the strength of being highly mobile. blink stalkers are more mobile than marines allowing the toss to blink around the map avoiding the mech dealing tons of damage and doing inferred damage before the battle

so this damage and mobility is what compensates for the stalkers weakness in direct combat compared to the marine. also remember the stalker is less weak to aoe which matters alot later

So remember that point now. terran early game beats toss lategame, toss earlygame beats terran lategame (or at least, takes out a majority of it before losing the fight). HOWEVER theres a catch

Toss lategame+aoe spell (storm) actually beats the terran early game

and terran lategame+aoe spell (emp) actually beats the toss early game

remember, yes MARINES ARE STRONGER THAN STALKERS AND ACTUALLY BEAT THE TOSS LATEGAME WHEREAS THE STALKERS LOSE TO THE TERRAN LATEGAME however that strength comes at the price of being weaker to AoE. Marines will win the fight against toss lategame, and stalkers will lose the fight against terran lategame, but that victory for the marine comes at the price of being weaker when AoE is added to the equation later on

so the marine gets to be stronger early game, but it is weaker lategame compared to the stalker once AoE hits the field because once AoE hits the field the stalker becomes the more durable and combat-effective unit

but after explaining all that, let me say that stalkers being better than marines lategame is not the problem with TvP lategame, because terran has marauders which are very strong against stalkers and marauders allow the terran to fight the strength of the stalker with the strength of his marauders

the problem with TvP lategame is when both terran and protoss get lategame army+aoe spell, the terran loses because the protoss ALSO has feedback added on top of that

now, you can try to give a ton of micro scenarios where you scan to kill observers, then cloak and snipe HT, but that just wont happen if the protoss is as good as you. Protoss has just as many counters and tactics to stop observer sniping and cloaked ghosts

the truth is, here is how endgame engagements go. Both the terran casters and protoss casters are BEHIND their army and protected until the engagement happens. once the engagement happens, both toss and terran unleash their aoe spells. EMP and Storm are fairly equal in strength, emp happens INSTANTLY but only works on shields but storm happens over time but on all of a units health. in the end the battle is even between the aoe

but were forgetting something. the protoss has something ON TOP of Storm that makes it imbalanced. the protoss has the overpowered lategame because he gets FEEDBACK TOO on top of his aoe spell

when you add in feedbacks 200 bonus damage against thors/bc's it just becomes stupid and retarded. and the protoss easily demolishes the fight

THIS IS WHY terran cannot get thor/bc against protoss

THIS IS WHY terran has no endgame option against protoss, they have tried it, and it gets DECIMATED.

the PROBLEM if -FEEDBACK-. period.

feedback and the 200 damage it deals to thors and battlecruisers is the single largest design flaw in the game and i cant believe it took a year+ and its not fixed yet



here is my idea to fix feedback.

if feedback was removed then 250MM and yamato would become overpowered against toss

ive done the math on it and 250MM and yamato are both overpowered against toss if there is on feedback. which is why i suggest if feedback is removed or fixed in some way, 250mm and yamato should both be weakened drastically to fix things.

HOWEVER BLIZZARD IS PROBABLY not going to remove feedback

Thus i think the smartest most fair balance change is not to remove feedback, but to give BC's and thors a energy shutdown option. This is a option you can click on BC and Thor and when its turned on it stops energy generation and depletes energy protecting the unit from feedback.

I dont really want feedback to be removed, my main concern is i believe feedback and the 200 damage it does to BC/thor in the endgame is a problem and needs to be fixed.

If you wanna know how imbalanced feedback is read this next sentence. This is how big of a problem feedback is. It is the sole reason why terran has no lategame. ---
Feedback is so stupid, i would GLADLY let high templars get default storms and default feedback (with no upgrade being needed) PLUS i would GLADLY let high templars get Khaldarin Amulate back (heck, even default), as long as it meant BC's and Thors received a energy shutdown option to protect themselves from feedback

feedback is the pure reason why terran has no lategame







(I left out collossi from the list of toss lategame units because yes, collossi do defeat marines however theres a strange relationship blizzard has seemed to create with each races T1 and groundmech in my testing.

Terrans real lategame units or lategame army if you remove marine/marauder/reaper from the equation is banshee/bc/viking/thor/tank/hellion.

Protosses lategame options if you remove stalker/zealot/sentry from the equation is carrier/voidray/pheonix/immortal/collossi/mothership

lets look at the "ground mech" units for each race if we shall. terran has hellion/tank/thor and protoss has collossi / immortal. In this relationship it sort of seems like collossi and hellions are highly related to eachother dealing AoE damage but not friendly AoE, and it seems like thors and tanks are two split-units where its like blizzard took the immortal and gave terran two units to serve as the terran immortal. So for terran, their "immortal" is thors and tanks, and their collossi is hellions. i know it sounds retarded to compare collossi to hellions but heres how the balance looks like in my testing

yes, collossi DESTROY hellions/marines
however, hellions/marines destroy zealots/immortal (with 3/3 upgrades and blue flame)
zealots/immortal beat tank/thor
tank/thor beats collossi
and collossi again beats hellion/marine

it looks like this
collossi > hellion/marine > zealot/immortal > tank/thor > collossi

many terrans would actually look at the above scenario and say the collossi might be the problem element that might be too strong, but actualy in my testing it is the immortal that usually ends up being too strong but that is fixed by the other design element added to terran which is giving ghosts fast/default EMP, where as toss needs to upgrade storm. the real reason its like that is most likely because in the above scenario immortals generally end up being too strong and emp is needed to even the playing field and then once toss gets storm to get his power, terran should have vikings by that point to even out the overpoweredness of the collossi


looking at this huge scenario is kind of a different beast than the above point i was trying to explain. However once again remember, feedback itself is a huge problem that destroys the above from even happening and all it does is force terran to mass bio every game because feedback is just TOO GOOD against thors, a unit which should be integral in TvP mech

In the above point i said marines beat toss lategame, and stalkers "barely lose" to terran endgame, and i listed other strengths of the stalker which make up for the fact that they lose to terran lategame. But the REAL TRUTH is, i do realize this, is that marines also lose to toss lategame because toss lategame includes collossi and any collossi base army shreds marines. But thats my point marines are granted early game power at the cost of being weak to AoE, and once the toss gets AoE the power of the marine fades away, but the problem occurs when feedback destroys terran lategame too easily which is the main point i was trying to make with the above write-up which is why i left collossi out of the equation

moral of the story is, feedback is a problem. I believe my energy shutdown option is the perfect balance fix
Last edit: 2012-05-22 11:26:32
Old Post

 
 Snoodles   May 22 2012 11:24. Posts 392
Profile # 
Can we start warning idiots who don't read a single post in this thread and just come in here to say something like "Maek thor, maek raven, u has early advantage, stop using tier one. derp."

User was warned for this post
Old Post

 
 Shiori   May 22 2012 11:28. Posts 2815
Profile Blog # 

On May 22 2012 11:24 Snoodles wrote:
Can we start warning idiots who don't read a single post in this thread and just come in here to say something like "Maek thor, maek raven, u has early advantage, stop using tier one. derp."

Only if we can start warning idiots who bold-facedly assert with no evidence that Terran can't beat Protoss in macro games.
Old Post

 
 Kharnage   Australia. May 22 2012 11:37. Posts 831
Profile # 

On May 22 2012 11:23 roymarthyup wrote:
moral of the story is, feedback is a problem. I believe my energy shutdown option is the perfect balance fix


I agree that feedback is problematic, but I think a better solution is to make feedback only deal damage to Psionic units. I would also 'buff' feedback to allow it to remove energy from buildings. that way feedback is only anti-caster but still has utility vs BCs, Thors, Banshees and Medivacs without killing them outright.
Old Post

 
 Resistentialism   Canada. May 22 2012 11:41. Posts 684
Profile Blog # 

On May 22 2012 11:37 Kharnage wrote:

Show nested quote +



I agree that feedback is problematic, but I think a better solution is to make feedback only deal damage to Psionic units. I would also 'buff' feedback to allow it to remove energy from buildings. that way feedback is only anti-caster but still has utility vs BCs, Thors, Banshees and Medivacs without killing them outright.


That's probably a workable idea. There might be some edge cases you'd want to change, like I don't think ravens are actually psionic and maybe you'd want to make them vulnerable too. Just checking, queens are psionic so that still works.
Old Post

 
 Oreo7   United States. May 22 2012 11:43. Posts 1607
Profile Blog # 
I'm not sure I agree with Blizzards premise. I think Terran might be in a metagame rut but I don't think that necessarily means that the matchup will always be a time bomb for terran. Let the game develop, less patching!
Stork - HerO - Ryung - Huk - MMA - sGredfive on bnet. Wittgenstein brain?
Old Post

 
 Dark.EX   United States. May 22 2012 11:55. Posts 1504
Profile Blog # 

On May 22 2012 11:41 Resistentialism wrote:

Show nested quote +



That's probably a workable idea. There might be some edge cases you'd want to change, like I don't think ravens are actually psionic and maybe you'd want to make them vulnerable too. Just checking, queens are psionic so that still works.


Ravens are already Glass Cannons in the way that they have only one chance to pull off a HSM per Raven before they die. A couple of Psi Storms can decimate Ravens, much like they can to Vikings. Plus the Raven's abilities are near-useless already against Protoss, other than PDD pre Colossus/Templar tech.
Old Post

  roymarthyup   May 22 2012 12:03. Posts 1442Profile # 
Also I will add i think thors and BC are viable against zerg and we will see them being used sometime in the near future i think.


thors are useful against zerg lategame if you just get 2 of them. they have extremely high damage and 7range and they MELT ultralisks and if you only have 2 of them it kinda forces an overcommitment to counter them with NP and infestors are easily focused down and every NP is tons of energy wasted and less fungals. and if the terran has plenty hellions to vaporize the broodlings and lings and banelings, then 2thors actually arent too bad as an anti air element against broodlords. thors actually kill broodlords food for food if they have something to kill the broodlings. and your only getting 2 thors, so the thors themselves are food-for-food anti-air efficient against broodlords, and you only have 2 of them, meaning you should have tons of vikings and some marines to deal with the rest of the broodlords


BC's are useful against zerg lategame if you just get 3 of them. possibly lategame against zerg if your upgrading air get a single starport for a single production line of battlecruisers and never get more than 3.

the reason yamato isnt overpowered against zerg is because the only thing worth yamato'ing is ultras and that'll never happen. instead what makes terrans think BC's are weak is if a terran does turtle to 20 BC's the zerg comes out with 60 corrupters and just smacks you.

but 1 BC actually kills 3 corrupters if it YAMATO's one

ive tested 20 BC against 40 corrupters (no yamato) and the B's win. but when its even food (20 bc vs 60 corrupter) with yamato the BC's lose.

even though BC's win when its 6food vs6food, they lose when its 120food vs 120food. Why? because APM restrictions stop you from being able to yamato 20 corrupters fast enough before they get free hits and after that happens BC's lose

this means BC's win even food fights with corrupters as long as they get off a perfect yamato

this means if there was a highspeed AI-bot controlling the terran, it would win with 20 BC's against 60 corrupters because it would be able to instantly yamato 20 corrupters in one second thus turning the battle from 20v60 into 20v40 instantly letting the BC's win
However, currently thats not possible and its why BC's lose to corrupters (which is fine) and its why mass BC's are not viable in ZvT currently as corrupters beat them too hard which is alsto fine

however the combat effectiveness of a unit is based on how effective it is compared to the cost to counter it for the enemy.

This means BC's in low numbers, sprinkled into your endgame army, are actually very smart to get against zerg because the cost to counter it for the zerg is too high.

If you have a normal endgame army with 3 BC's sprinkled into it, and the zerg tries to counter them with 9 corrupters, the zerg actually loses out in that deal because its easy to micro 3 BC's to yamato 3 corrupters, thus that means at the end of the day the BC's served as an effective power unit and out-costed and defeated the zerg in cost effectiveness

corrupters actually lose to BC's if the BC's get off perfect yamatos, but thats hard to do after you start getting around 30food vs 30food of bc vs corrupter

so this means as long as you only have 3 battlecruisers in your army, and they have yamato, then they are viable and strong units because they will actually be stronger than the 9 corrupters used to counter them

Last edit: 2012-05-22 12:04:00
Old Post

 
 Kharnage   Australia. May 22 2012 12:30. Posts 831
Profile # 

On May 22 2012 12:03 roymarthyup wrote:
... lots of stuff about TvZ terran tier 3 ...



I think you're also overlooking how thors and BCs work together vs corruptors. Mass corruptor takes huge damage vs thor volleys, which drastically changes the corruptor vs BC dynamic.

It's the same for protoss. Carriers turn to mush vs mass corruptors, unless you have a few archons hitting the corruptors as well. then the corruptors melt and the carriers are unstoppable.
Old Post

 
 YyapSsap   New Zealand. May 22 2012 12:35. Posts 898
Profile # 

On May 22 2012 12:30 Kharnage wrote:

Show nested quote +



I think you're also overlooking how thors and BCs work together vs corruptors. Mass corruptor takes huge damage vs thor volleys, which drastically changes the corruptor vs BC dynamic.

It's the same for protoss. Carriers turn to mush vs mass corruptors, unless you have a few archons hitting the corruptors as well. then the corruptors melt and the carriers are unstoppable.


Another reason why I believe corrupters should be spawned from mutalisks yet I still do not understand to this day Blizzards decision on having Broodlords spawn from corrupters..
Old Post

 
 tdt.Baki   May 22 2012 17:05. Posts 18
Profile # 

On May 22 2012 12:03 roymarthyup wrote:

thors are useful against zerg lategame if you just get 2 of them. they have extremely high damage and 7range and they MELT ultralisks




They don't, it takes too much time for them to actually deal damage, the problem is they can't move and shoot and on top of that they can't follow an ultralisk, they are just too slow. Ultralisks are actualy a counter to BCs, they can destroy your base before you are even able to kill one; I've been trying to use them in TvZ but now I try to implement banshees instead. Yes 1-2 BC along with your main or above your planetary army helps but saying ultras MELT is way exaggerated.
Old Post

 
 Dalavita   Sweden. May 22 2012 18:12. Posts 1113
Profile # 

On May 22 2012 11:28 Shiori wrote:

Show nested quote +


Only if we can start warning idiots who bold-facedly assert with no evidence that Terran can't beat Protoss in macro games.


I would actually consider that most of the GSL protosses have near 100% win rates vs terran in 20+ minute games as evidence of such, but that's just me personally.

And apparently Blizzard coming out and stating that Protoss lategame >> Terran lategame isn't enough either.
Last edit: 2012-05-22 18:13:21
Old Post

 
 MtlGuitarist97   United States. May 22 2012 20:02. Posts 351
Profile # 

On May 22 2012 11:55 Fencer710 wrote:

Show nested quote +


Ravens are already Glass Cannons in the way that they have only one chance to pull off a HSM per Raven before they die. A couple of Psi Storms can decimate Ravens, much like they can to Vikings. Plus the Raven's abilities are near-useless already against Protoss, other than PDD pre Colossus/Templar tech.


Don't even need to Psi storm the raven, feedback works just fine and has longer range than any Raven spell.
Old Post

 
 AbuseYouMerc   Netherlands. May 22 2012 20:58. Posts 122
Profile # 
We give terran medivacs the upgrade 'healing skies' which costs 250 / 250 (ish)

Healing Skies:
When activated, gives the medivac 6 seconds of aoe healing for 200% healing done.
Cooldown 60 seconds.

Ability is ofcourse on use. Upgrade must be bought in the techlab addon.

Preferably you also require the fusion core to make it late game and expensive enough to not be cost effective for mid game drop harass.
Old Post

 
 31415926535   Switzerland. May 22 2012 20:58. Posts 270
Profile # 

On May 22 2012 11:41 Resistentialism wrote:

Show nested quote +



That's probably a workable idea. There might be some edge cases you'd want to change, like I don't think ravens are actually psionic and maybe you'd want to make them vulnerable too. Just checking, queens are psionic so that still works.


I think you might also want to make Medivac vulnerable to feedback. Making them immune could change the drops dynamics in mid-late game (when you have high templars to defend). And I think the way drops work in TvP now is quite ok.

But otherwise yeah, that's probably one of the wisest suggestion I've read in this whole thread. Blizzard should make a bunch of custom maps with that change.
Old Post

 
 sereniity   Sweden. May 22 2012 21:04. Posts 1132
Profile Blog # 

On May 22 2012 20:58 AbuseYouMerc wrote:
We give terran medivacs the upgrade 'healing skies' which costs 250 / 250 (ish)

Healing Skies:
When activated, gives the medivac 6 seconds of aoe healing for 200% healing done.
Cooldown 60 seconds.

Ability is ofcourse on use. Upgrade must be bought in the techlab addon.

Preferably you also require the fusion core to make it late game and expensive enough to not be cost effective for mid game drop harass.


This would be so OP... ~10 medivacs would make your army unstoppable lol.
"I am Day9, Holy shit!"
Old Post

 
 AbuseYouMerc   Netherlands. May 22 2012 21:22. Posts 122
Profile # 

On May 22 2012 21:04 sereniity wrote:

Show nested quote +



This would be so OP... ~10 medivacs would make your army unstoppable lol.


I do realise that it could become OP when tweaked wrong... maybe it should be 3 seconds.

But remember that the upgrade is only available in latelate game. Its too expensive to rush, if you do youll die and for what? opponent has no aoe dmg yet. GG. Its purely a stabalizer for those fights with 5+ collos and HT's that will wreck your ball in like 5 seconds.
Old Post

 
 sereniity   Sweden. May 22 2012 21:38. Posts 1132
Profile Blog # 

On May 22 2012 21:22 AbuseYouMerc wrote:

Show nested quote +



I do realise that it could become OP when tweaked wrong... maybe it should be 3 seconds.

But remember that the upgrade is only available in latelate game. Its too expensive to rush, if you do youll die and for what? opponent has no aoe dmg yet. GG. Its purely a stabalizer for those fights with 5+ collos and HT's that will wreck your ball in like 5 seconds.


You shouldn't be able to endure the storm, you should have to micro as now, the problem is that you die before you even have the time to do so...
"I am Day9, Holy shit!"
Old Post

 
 AbuseYouMerc   Netherlands. May 22 2012 21:42. Posts 122
Profile # 
If storm is the problem then its a matter of lowering dps while making it last longer.
Old Post

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