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TvP Lategame comment from Blizzard - Page 33

Forum Index > Closed 1 2 3 4 5 6 7 8 9 10 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 100 102 103 104 105 106 107 108 109 110 111 112
 
 nOondn   May 05 2012 02:55. Posts 564
Profile # 

On May 05 2012 02:53 S_SienZ wrote:

Show nested quote +


Blizzard themselves acknowledged that PvT winrate on Cloud Kingdom is at 70%.....

He is mid master terran on na with 50% win rate so his enemy not that high you know....
Last edit: 2012-05-05 02:56:04
Mid Master Terran @ kr server fighting !!!
Old Post

 
 Plansix   United States. May 05 2012 02:57. Posts 5375
Profile Blog # 

On May 05 2012 02:40 Chaggi wrote:

Show nested quote +



So I should have ghosts at the side of my army, EMP/Snipe the templars that are coming from probably 2-3 sides, and stutter step the zealots? I don't know about pros but that seems really prohibitively hard for someone at my skill level when all I feel like Protoss has to do is storm/feed and, a move the zealots. but I don't know Protoss at all.

I guess that's my biggest complaint. And I admit it's not the most informed one, but I don't know what Protoss does during engagements that they can mess up on. While as Terran, I feel like if I mess up even one part of my engagement, I'll lose and just get pushed back into my base and die. I need to play better though for sure.



I am not the best at PvT, it is my worst MU as well. I am far better at PvZ.

As for Ghosts, I think they are more dependant on the level of map control you have at the time. When you get into he super late game, I think terrans should focus on denying observers and ramping up their production. The protoss wants nothing more than for you to attack into their 200/200 super army, because it is strongest of defense. But they need to set up that army before hand and keep templar in place. If you can get cloak and reasonable map control, should be able to pick off some templar and harrass. Also, nukes suck for protoss. They don't even need to hit, just scare the protoss into moving things. If you are denying those observers, they are really scary.

Also, I have always thought that a single emp into a blob of zealots is worth it. I don't know the exact number, but I think 8-10 sounds good. That is around 480-500 shield damage, which is a lot.
Nony on PvT: "It's not imbalanced, the protoss wins and then there is a five minute death animation for the Terran"
Old Post

 
 Dark.EX   United States. May 05 2012 02:59. Posts 1504
Profile Blog # 

On May 05 2012 02:53 S_SienZ wrote:

Show nested quote +


Blizzard themselves acknowledged that PvT winrate on Cloud Kingdom is at 70%.....

Oh yeah, I also remember 3 colossus timing push by squirtle. I think that 2base colossus pushes must be OP on that map.

In all seriousness, I think that Terran players are just not playing the MU right. W/L rate is not everything. Something called Metagame....
Old Post

 
 Opeasy   May 05 2012 02:59. Posts 107
Profile # 
It's obvious blizzard are trying to tell us that the "no rush 20 min" strategy you seem to wish for, is not a very good strategy in TvP. I see absolutely no problem with this. I choose terran because it's the race with most aggressive options all game long, and i try to be aggressive all game long. If you don't feel this is the way you wish to play, maybe it is time to change to protoss? Or only mech TvZ / TvT, with no TvP games. I end this post by quoting from the greatest cheerleader comedy of all time (Bring it on): Be aggressive, B-E aggressive!
Old Post

 
 KanoCoke   Australia. May 05 2012 03:00. Posts 637
Profile # 
LOL Mech in TvP.

Raven -> feedbacked
Battlecruiser -> feedbacked
Thor -> feedbacked
Tanks -> immortal'd
Vikings -> stormed
Hellions -> lol.

I'd be ok if Thors and Battlecruisers took less damage from feedbacks. They take so long to build and take a ton of resources and space, then suddenly they just disappear due to a feedback and a few hits. I'd also be ok if the immortals didn't do absurd amounts of damage to mech in general.

I just really want to see sky/mech actually being used in TvP for once and not failing horribly due to just two units (the high templar and the immortal).
Always cheering for: MMA Bomber Flash Stephano Curious PartinG
Old Post

 
 Evangelist   May 05 2012 03:00. Posts 1169
Profile Blog # 
Maybe they could buff battlecruisers by removing the energy from them and making Yamato cannon a cooldown of an equivalent length. I really think half the reason we don't see more of them is just because they're so easy to deal with. Removing one of their counters (Feedback) would perhaps change the dynamic a bit so that late game Terran might go Marauder Ghost Raven Battlecruiser Viking or something similar.

Then again I'm just guessing.

Making feedback do less damage on massive would be lovely too. I'm gonna try late game skyterran but I'm gonna EMP my battlecruisers before the battle just to see what happens.
Last edit: 2012-05-05 03:05:16
Old Post

 
 Dark.EX   United States. May 05 2012 03:03. Posts 1504
Profile Blog # 

On May 05 2012 02:55 nOondn wrote:

Show nested quote +


He is mid master terran on na with 50% win rate so his enemy not that high you know....

Low master actually, but my point still stands. I always see Pro terran players who lose in the late-game relying far, far too much on Marauders to do their dirty work - which is definitely possible - but you need perfect control to achieve that against storm/colossus, which Terran players just don't have.

Instead, I go for Marine/Viking/Medivac/Ghost with few marauders and double starports, TONS of reactors, as well as ship upgrades from the armory, and I win if I defend the counter push after the ten minute timing attack with two medivacs.
Old Post

 
 Fragile51   Netherlands. May 05 2012 03:03. Posts 15571
Profile # 
I'd love to see Seeker missiles get a range buff, to be honest. Right now it's basically like a kamikaze attack, which is a shame because the raven is a really cool unit with a lot of utility that simply does not get enough love right now. I think auto-turrets are underused for zoning purposes too, when used to the fullest they can basically be a instant building wall to counteract chargelots.
Old Post

 
 Dark.EX   United States. May 05 2012 03:04. Posts 1504
Profile Blog # 

On May 05 2012 02:59 Opeasy wrote:
It's obvious blizzard are trying to tell us that the "no rush 20 min" strategy you seem to wish for, is not a very good strategy in TvP. I see absolutely no problem with this. I choose terran because it's the race with most aggressive options all game long, and i try to be aggressive all game long. If you don't feel this is the way you wish to play, maybe it is time to change to protoss? Or only mech TvZ / TvT, with no TvP games. I end this post by quoting from the greatest cheerleader comedy of all time (Bring it on): Be aggressive, B-E aggressive!

Actually triple orbital works-- against everything except a 2-3 colossus push due to late starport and only three barracks making units.

Oh, and 3gate voidray, and 3gate blink all-in.
Last edit: 2012-05-05 03:05:06
Old Post

 
 Plansix   United States. May 05 2012 03:09. Posts 5375
Profile Blog # 

On May 05 2012 03:03 Fencer710 wrote:

Show nested quote +


Low master actually, but my point still stands. I always see Pro terran players who lose in the late-game relying far, far too much on Marauders to do their dirty work - which is definitely possible - but you need perfect control to achieve that against storm/colossus, which Terran players just don't have.

Instead, I go for Marine/Viking/Medivac/Ghost with few marauders and double starports, TONS of reactors, as well as ship upgrades from the armory, and I win if I defend the counter push after the ten minute timing attack with two medivacs.


That would be a truely scary army. Mass marine is a good way to cut down on the over all mineral cost for remaxing. Also, 10 rax with reactors is 20 marines every build cycle. That is so many marines on the re-max, which is truely scary. It takes longer for the protoss to replace the units that deal with them efficiently, since HTs have to build up mana to storm.
Nony on PvT: "It's not imbalanced, the protoss wins and then there is a five minute death animation for the Terran"
Old Post

 
 Wrongspeedy   United States. May 05 2012 03:09. Posts 1523
Profile Blog # 

On May 05 2012 03:00 KanoCoke wrote:
LOL Mech in TvP.

Raven -> feedbacked
Battlecruiser -> feedbacked
Thor -> feedbacked
Tanks -> immortal'd
Vikings -> stormed
Hellions -> lol.

I'd be ok if Thors and Battlecruisers took less damage from feedbacks. They take so long to build and take a ton of resources and space, then suddenly they just disappear due to a feedback and a few hits. I'd also be ok if the immortals didn't do absurd amounts of damage to mech in general.

I just really want to see sky/mech actually being used in TvP for once and not failing horribly due to just two units (the high templar and the immortal).


Hellions are actually pretty good. Its funny you don't even acknowledge them. They are LURKERS that are super fast and don't have to burrow. Enough of them makes zealots completely useless, and thats not even mentioning their ability to harass all game long.

Reminds me of Vultures in BW honestly, super underused/underappreciated unit. That eventually became thee most cost effective unit in the game.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
Old Post

 
 Treehead   May 05 2012 03:11. Posts 998
Profile Blog # 

On May 05 2012 01:49 Fencer710 wrote:

Show nested quote +


For better or for worse, if Terran engages while in a good concave with adequate numbers of Vikings and 10+ Ghosts that don't die immediately, he's probably going to come out ahead in the engagement. I feel like most Terran players are not taking care of their ghosts and don't get nearly enough of them or vikings, as well as whiffing most of their EMP's.

In other words, Terrans are focusing too much on the MM in the late-game and not MGV (medivac ghost viking)


You have some analysis. That's great. My point was not that I know what terrans should be doing, though. It was that there is a fundamental and in some cases deliberate misunderstanding of how the matchup is "supposed" to go right now if both sides play standard, and also that there is little or no patience for new disturbances in TvP to get settled. Alej posted a little ways under me, and he said relatively cose to the same thing.

In the last three pages, nobody has responded to either of these posts indicating that they know what has been said in them. Maybe this thread is just where good points go to die.


On May 05 2012 03:00 KanoCoke wrote:
LOL Mech in TvP.

Raven -> feedbacked
Battlecruiser -> feedbacked
Thor -> feedbacked
Tanks -> immortal'd
Vikings -> stormed
Hellions -> lol.




When did this become a battle.net thread? You seriously can't make your points more cogent and understandable than this? You are right - Thors, Ravens and BCs can be feedbacked (/fed back). Is there no way of avoiding this? Is there no way of using this?

I can write the phrase "50 supply of zealots gone in two Seeker Missiles!", and if you didn't play this game Ravens would probably sound good. Stop sounding like you know all the answers and they're obvious and make real points about things.
Last edit: 2012-05-05 03:21:35
Old Post

 
 Dark.EX   United States. May 05 2012 03:11. Posts 1504
Profile Blog # 

On May 05 2012 03:09 Wrongspeedy wrote:

Show nested quote +



Hellions are actually pretty good. Its funny you don't even acknowledge them. They are LURKERS that are super fast and don't have to burrow. Enough of them makes zealots completely useless, and thats not even mentioning their ability to harass all game long.

Reminds me of Vultures in BW honestly, super underused/underappreciated unit. That eventually became thee most cost effective unit in the game.

Vultures had spider mines and an insane micro skill cap.

Hellions have..... splash damage? :\
Old Post

 
 Wrongspeedy   United States. May 05 2012 03:14. Posts 1523
Profile Blog # 

On May 05 2012 03:11 Fencer710 wrote:

Show nested quote +


Vultures had spider mines and an insane micro skill cap.

Hellions have..... splash damage? :\


Are you complaining about splash damage?
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
Old Post

 
 nOondn   May 05 2012 03:15. Posts 564
Profile # 

On May 05 2012 03:03 Fencer710 wrote:

Show nested quote +


Low master actually, but my point still stands. I always see Pro terran players who lose in the late-game relying far, far too much on Marauders to do their dirty work - which is definitely possible - but you need perfect control to achieve that against storm/colossus, which Terran players just don't have.

Instead, I go for Marine/Viking/Medivac/Ghost with few marauders and double starports, TONS of reactors, as well as ship upgrades from the armory, and I win if I defend the counter push after the ten minute timing attack with two medivacs.

i do understand the unit composition as well becuase i'm a big fan of ls and do understand marine and ghost is the main DPS for Terran ,but every thing is even hard in high level you know ? you can't emp HT that easily even you have cloack they will use observer / upgrade speed ,So you require more micro than normally to snipe his observer and emp/snipehis HT ,Then i would love to see how to engage and you still got 10+ ghost left in high level play ...
Mid Master Terran @ kr server fighting !!!
Old Post

 
 UmiNotsuki   United States. May 05 2012 03:15. Posts 633
Profile Blog # 
I don't really see the problem here, myself. The game is balanced, fun to play from both sides, and fun to watch (or, at least I think so.)

There aren't mandatory unit compositions (Protoss can go robo or templar, but also can choose between gateway unit compositions, archons, DT's, even air, and while Terran almost always goes bio, biomech, banshees, and even pure mech have seen success in the past and are being addressed in HotS,) so the game can be very flexible and difficult to read... I dunno, I like it.

Why complain just because Blizzard told us what we already know?
UmiNotsuki.111 (NA), UNTReborn.932 (EU), UmiNotsuki (iCCup) -- You see that text I wrote above this? I'll betcha $5 that you disagree :D
Old Post

 
 Dark.EX   United States. May 05 2012 03:17. Posts 1504
Profile Blog # 

On May 05 2012 03:11 Treehead wrote:

Show nested quote +



You have some analysis. That's great. My point was not that I know what terrans should be doing, though. It was that there is a fundamental and in some cases deliberate misunderstanding of how the matchup is "supposed" to go right now if both sides play standard, and also that there is little or no patience for new disturbances in TvP to get settled. Alej posted a little ways under me, and he said relatively cose to the same thing.

In the last three pages, nobody has responded to either of these posts indicating that they know what has been said in them. Maybe this thread is just where good points go to die.

Yeah, the matchup is stale-- because of warpgate and how it's implemented.

As is, warpgate has less c/d than a gateway takes to warp in a unit, which means there is no reason to have a gateway instead of a warpgate. There is no bad thing about warpgates for Protoss.

So naturally, there are a lot of pure gateway timings and all-in's that Protoss can do to take advantage of that. 4gate is the most basic.

The problem comes in when at their previous strength, they are completely OP, so naturally Blizzard nerfs the initial T1 gateway units and implements a band-aid unit called a Colossus to help the Protoss in the mid-game against Terran stim timings.

All this boxes the matchup into a much more predictable path than the other matchups, since there is so little diversity, which is what I think you're talking about. (It is what you're saying, right?)
Old Post

 
 SarcasmMonster   May 05 2012 03:18. Posts 2897
Profile # 

On May 05 2012 03:17 Fencer710 wrote:

Show nested quote +


Yeah, the matchup is stale-- because of warpgate and how it's implemented.

As is, warpgate has less c/d than a gateway takes to warp in a unit, which means there is no reason to have a gateway instead of a warpgate. There is no bad thing about warpgates for Protoss.

So naturally, there are a lot of pure gateway timings and all-in's that Protoss can do to take advantage of that. 4gate is the most basic.

The problem comes in when at their previous strength, they are completely OP, so naturally Blizzard nerfs the initial T1 gateway units and implements a band-aid unit called a Colossus to help the Protoss in the mid-game against Terran stim timings.

All this boxes the matchup into a much more predictable path than the other matchups, since there is so little diversity, which is what I think you're talking about. (It is what you're saying, right?)


Should there be? An upgrade should make things better right?
Last edit: 2012-05-05 03:19:08
MMA: The true King of Wings
Old Post

 
 KanoCoke   Australia. May 05 2012 03:18. Posts 637
Profile # 

On May 05 2012 03:09 Wrongspeedy wrote:

Show nested quote +



Hellions are actually pretty good. Its funny you don't even acknowledge them. They are LURKERS that are super fast and don't have to burrow. Enough of them makes zealots completely useless, and thats not even mentioning their ability to harass all game long.

Reminds me of Vultures in BW honestly, super underused/underappreciated unit. That eventually became thee most cost effective unit in the game.

That's the thing, hellions only work on mass zealots and probes. Sure you can attempt to drop on a mineral line, but any Protoss worth mentioning has HTs, cannon and / or ground units to immediately defend against it. Also, like the vultures, they're pretty easy to kill, and in SC2, much easier (thanks to colossi and immortals).

While everything in your mech army that has MP gets feedbacked all to hell and taken down quickly by immortals, colossi and stalkers, the hellions can't really do much except attempt run-bys or drops, or try to kite zealots, then stop when you realise that your main army disappeared in 10 seconds.
Always cheering for: MMA Bomber Flash Stephano Curious PartinG
Old Post

 
 Dark.EX   United States. May 05 2012 03:19. Posts 1504
Profile Blog # 

On May 05 2012 03:15 nOondn wrote:

Show nested quote +


i do understand the unit composition as well becuase i'm a big fan of ls and do understand marine and ghost is the main DPS for Terran ,but every thing is even hard in high level you know ? you can't emp HT that easily even you have cloack they will use observer / upgrade speed ,So you require more micro than normally to snipe his observer and emp/snipehis HT ,Then i would love to see how to engage and you still got 10+ ghost left in high level play ...

You don't actually have to snipe the obs, mostly you just need to get off some good EMP's similar to how Protoss needs a couple good storms to win an engagement decisively.

Also, obs speed doesn't increase the obs HP directly or add any sort of 'dodge' attribute. You can still snipe it with a scan and some vikings.
Old Post

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