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TvP Lategame comment from Blizzard - Page 98

Forum Index > Closed 1 2 3 4 5 6 7 8 9 10 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112
 
 Sadist   United States. May 16 2012 10:23. Posts 6295
Profile Blog # 

On May 16 2012 05:38 Talack wrote:

Show nested quote +



It's insanely easy to think "now is the time" in PvT, you'll win an engagement with like 30 supply left over and you think "ok now we kill him" becaues well that's what happens in TvZ and TvT and used to happen in PvT tbh. You need to just take out his ability to remax, becuase you're going to "have" to fight 2-3 200/200 or something close to that battles before you're going to win. Once you're able to build your strategies/macro/micro all that jazz around this philosphy you'll be able to at least do better in macro-orientated matchups.


the problem is, if as a terran you lose 1 of the several 200/200 battles, you lose the game.

Basically you can't win the game with any one battle as terran, but you certainly can lose it, which is what is really frustrating vs P.
Last edit: 2012-05-16 10:23:29
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
Old Post

 
 -eXalt   United States. May 16 2012 10:35. Posts 456
Profile Blog # 

On May 16 2012 10:22 DemigodcelpH wrote:

Show nested quote +



Except every professional player including Protoss players and Flash himself disagree you with about late game PvT, and suggest that it is grossly imbalanced in the favor of Protoss which it is. The only one with the buised ego is you, because you can't accept that people qualified to make opinions all agree that it's imbalanced. It must hurt your ego so much, because Protoss also requires significantly lower APM too.


"Except every professional player".. uh what? I can name countless pro's who are reasonable/ don't want attention and agree that the matchup isn't broken late game. Koreans always say "X race is OP", it's a sarcastic thing in the KR SC culture. MC always said terran was OP, but that didn't mean I went to forums to complain all day about Terran when protoss had a 40% w/r in the matchup for a year.

I gave an intelligent opinion in my previous post based off of hundreds of high master games, and you come at me with "Protoss also requires significantly lower APM too".. what a joke. I play Protoss and Terran and my APM is about the same with each (210+ on drop.sc). You can't provide a legitimate argument so you go for a cheapspot like "derp protoss easy apm" which is actually pathetic.

Old Post

 
 Boiler Bandsman   United States. May 16 2012 10:38. Posts 384
Profile # 
So how exactly does the "ticking time bomb" complaint only apply to TvP? Isn't PvZ the same way? Protoss has to, HAS TO hit Zerg before their multi-base econ overruns the FFE 2base of the toss. Terran has to kill hurt the Protoss before they macro up a huge army.

Yet toss aren't all over TL qq'ing, they accept that they can't just sit on their asses while zerg drones all to hell. Terran can't sit on their ass while toss gets up to their immobile but tough deathball. What's the difference?
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.
Old Post

 
 gengka   Malaysia. May 16 2012 10:41. Posts 419
Profile # 

On May 16 2012 10:22 DemigodcelpH wrote:

Show nested quote +



Except every professional player including Protoss players and Flash himself disagree you with about late game PvT, and suggest that it is grossly imbalanced in the favor of Protoss which it is. The only one with the buised ego is you, because you can't accept that people qualified to make opinions all agree that it's imbalanced. It must hurt your ego so much, because Protoss also requires significantly lower APM too.



Care to share some replays on the strategies mentioned above? This might just open up we terrans' minds abit. We (well especially me) really need some inspiration now on TvP late game. I watch GSL frequently but it's useless. Most of the Terran's victories were achieved before 16 minutes mark.
Make Love Not War
Old Post

 
 Dark.EX   United States. May 16 2012 10:46. Posts 1504
Profile Blog # 

On May 16 2012 10:41 gengka wrote:

Show nested quote +




Care to share some replays on the strategies mentioned above? This might just open up we terrans' minds abit. We (well especially me) really need some inspiration now on TvP late game. I watch GSL frequently but it's useless. Most of the Terran's victories were achieved before 16 minutes mark.

Macro builds like 3 OC die to blink timings, 6gates, 3gate voidray, and any manner of cliff-circumventing all-in(besides normal 4gate). I used to do them a lot but consistently died to these all-in's, so I stopped.
Old Post

 
 eourcs   United States. May 16 2012 10:47. Posts 459
Profile # 

On May 16 2012 10:38 Boiler Bandsman wrote:
So how exactly does the "ticking time bomb" complaint only apply to TvP? Isn't PvZ the same way? Protoss has to, HAS TO hit Zerg before their multi-base econ overruns the FFE 2base of the toss. Terran has to kill hurt the Protoss before they macro up a huge army.

Yet toss aren't all over TL qq'ing, they accept that they can't just sit on their asses while zerg drones all to hell. Terran can't sit on their ass while toss gets up to their immobile but tough deathball. What's the difference?


Protosses in Korea have been holding 3rd bases vs roach maxes for the last month. Really, the only players losing to 11 minutes roaches are bad players with bad forcefields, bad builds, and bad chronoboost usage. Also, Zerg is a completely different case because they are ways to slow down Zerg economy by feigning pressure and forcing intelligent players to not drone, which doesn't commit anything. With Protoss, the only way to slow down their economy is to inflict direct damage, which relies on Protoss not reacting correctly.
Masters Terran | Strelok after losing to Kas' BCs "FUUUUUCK" *Stream Offline* | "Fuck hellions. Fuck them in the ass" IdrA
Old Post

 
 ForwardUntoDawn   United States. May 16 2012 10:54. Posts 10
Profile # 

On May 16 2012 10:23 Sadist wrote:

Show nested quote +



the problem is, if as a terran you lose 1 of the several 200/200 battles, you lose the game.

Basically you can't win the game with any one battle as terran, but you certainly can lose it, which is what is really frustrating vs P.



I disagree. If, as Terran, you keep up the aggression midgame to keep him on at maximum three bases, he's going to have one strong push against your four bases, and then a steady wind-down unless he can pick up a fourth.
After the one big battle, you have a small window of opportunity to snipe the fourth which Protoss generally tries to pick up during this big push. Warp in doesn't allow for Storm (energy charge time) or Colossi, letting your bio units quite easily kite or 1-a over his non-aoe gateway army.
If you can shut down a fourth, he's going to be able to make one more big push (that has a slower buildup due to him being mined out of his main) before he's mined out of two bases and nearly out of a third. Before that, he can't do very much, so you can safely take a fifth or re-secure a fourth if you lost it, and build up more production.

Really, IMO, TvP is focused around denying his fourth. If you can manage that, you severely limit him past the initial 200/200 push. Prior to that point, a deathballing protoss is nearly unable of pushing out against MMM, allowing you to quickly take an economic lead and sack units to slow him down.
Esse Quam Videri
Old Post

 
 Boiler Bandsman   United States. May 16 2012 10:56. Posts 384
Profile # 

On May 16 2012 10:47 eourcs wrote:

Show nested quote +



Protosses in Korea have been holding 3rd bases vs roach maxes for the last month. Really, the only players losing to 11 minutes roaches are bad players with bad forcefields, bad builds, and bad chronoboost usage. Also, Zerg is a completely different case because they are ways to slow down Zerg economy by feigning pressure and forcing intelligent players to not drone, which doesn't commit anything. With Protoss, the only way to slow down their economy is to inflict direct damage, which relies on Protoss not reacting correctly.


Well done. You took 4 words from my post and completely missed the point. My point was not to call roach maxes imba, my point was that toss had problems with it, but solved them themselves instead of demanding a balance change.

And if you multi-prong drop properly, there is no "correct" response for toss. Abuse your mobility. Killing 3 probes and picking up isn't a failure, but staying to get a few more and dying is your own fault. Or, if the toss brings too much back to deal with the drop, kick in the front door. If you pick a toss apart right, you can almost always do damage somewhere. That's why toss struggles so much against good mass muta.

Toss can be picked apart by terran because small numbers of gateway units aren't as good as a medivac or two worth of bio. And if you force an over-commit to the drop response, you gain an advantage in the battle between armies. You just have to do it well. Ergo, if you play well, you can win. Isn't that how it's supposed to be?
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.
Old Post

 
 ritzia1   Canada. May 16 2012 11:10. Posts 90
Profile # 

On May 16 2012 09:11 Cloud9157 wrote:

Show nested quote +



Ghosts already CAN snipe Zealots. >.>

Still going to maintain that nerfing damage from FB to massive units would severely increase the usefulness of T3 Terran units.


I'm quite aware Ghosts can snipe Zealots, but the amount of damage it does is not worth the effort to do and not to mention that +3 attack makes it stronger than an actual snipe. People were using it pre nerf to actually snipe Zealots after emps were launched. My idea was to make it do less damage to massive, but still the 45 damage to anything not massive.
Old Post

 
 DemigodcelpH   United States. May 16 2012 11:24. Posts 849
Profile # 

On May 16 2012 10:38 Boiler Bandsman wrote:
So how exactly does the "ticking time bomb" complaint only apply to TvP? Isn't PvZ the same way? Protoss has to, HAS TO hit Zerg before their multi-base econ overruns the FFE 2base of the toss. Terran has to kill hurt the Protoss before they macro up a huge army.

Yet toss aren't all over TL qq'ing, they accept that they can't just sit on their asses while zerg drones all to hell. Terran can't sit on their ass while toss gets up to their immobile but tough deathball. What's the difference?


That's because Protoss has a late game and Terran doesn't.


On May 16 2012 10:41 gengka wrote:

Show nested quote +




Care to share some replays on the strategies mentioned above? This might just open up we terrans' minds abit. We (well especially me) really need some inspiration now on TvP late game. I watch GSL frequently but it's useless. Most of the Terran's victories were achieved before 16 minutes mark.


I assume you meant to quote the person I was quoting, and not me?
Last edit: 2012-05-16 11:25:12
Old Post

 
 Boiler Bandsman   United States. May 16 2012 11:31. Posts 384
Profile # 

On May 16 2012 11:24 DemigodcelpH wrote:

Show nested quote +



That's because Protoss has a late game and Terran doesn't.


Protoss can't touch properly managed BL/Infestor comps. And before you try to cite vortex, any sort of BL splitting, neural use, or quick target firing w/corruptors stops that cold. Unless the zerg makes a big mistake, that's not viable. To kill it any other way, protoss has to damage zerg enough that that deathball is weakened, same as terran has to damage protoss such that their deathball is weakened.

EDIT: That's not a whine, either. That's just a balance among asymmetric races, and I don't have a problem with it, nor do most protoss.
Last edit: 2012-05-16 11:47:55
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.
Old Post

 
 pOnarreT   May 16 2012 12:45. Posts 153
Profile # 

On May 16 2012 06:06 Solo Terran wrote:

Show nested quote +

Warp gate in TvP is the problem. Late game TvP Protoss is supposed to have a stonger army which is fine and I agree with that. But having a stronger army and be able to reincforce pushes instantly? How is this fair? Add on top of that that the Terran army requires more micro than the Protoss Deathball its pretty rediculous. Terran may have a slight advantage in the mid game But it is certainly is not as big as the advantage Protoss has in the late game. Not even close.



Zerg reinforces better than warpgate with almost ANY unit, not just high tech units which the Protoss can't instantly reproduce but I don't see you arguing against their mechanic. Or maybe you do I just don't know. They also have AOE like fungal. Clearly the problem are Terrans like you, whining instead of getting better.
Last edit: 2012-05-16 12:45:31
Old Post

 
 cweb   May 16 2012 12:52. Posts 2
Profile # 
According to Blizzard, Terran has a "mid-game advantage" which they are to "press" so that Protoss "can’t necessarily get into the late game at their full potential." I'm interested to know 2 things:

1. What does Blizzard define as Terran's mid-game advantage?

Is it stim, is it medivacs, is it tanks, is it banshees, is it mules, or some combo of units and strategies--what exactly is the mid-game advantage that a Terran inherently has or can create?

2. What does Blizzard define as successful Terran prevention of Protoss reaching their "full potential" late game?

In other words, if the Protoss full potential is a maxed army of about 140 supply, assuming that Protoss is on 3 mining bases with about 60 probes, what supply should a Terran be holding them to by means of the Terran "mid-game advantage"? Is a 120 supply Protoss army not at it's full potential and therefore defeatable by a 140 supply Terran army? Or does Terran have to hold them to under a 100 supply army? Or lower? What is an army supply number that Blizzard would say a Terran should hold a Protoss under in order to nullify the inherently stronger Protoss late-game deathball?
Old Post

 
 cweb   May 16 2012 12:56. Posts 2
Profile # 

On May 16 2012 12:45 pOnarreT wrote:
Zerg reinforces better than warpgate with almost ANY unit, not just high tech units which the Protoss can't instantly reproduce but I don't see you arguing against their mechanic. Or maybe you do I just don't know. They also have AOE like fungal. Clearly the problem are Terrans like you, whining instead of getting better.

Since this is a PvT focused thread, your response hardly seems reasonable. Zerg "insta-make-any-unit-combo" is a problem late-game for Terrans, and I'm pretty sure for Protoss to perhaps a lesser extent. But that is not the topic of this thread.
Old Post

  roymarthyup   May 16 2012 13:00. Posts 1442Profile # 
ive been experimenting with lategame TvP armies and i know it sounds to stupid to say i know the answers when MVP and supernova and mma dont, so i wont say that

i will say I do not know if i know the answers. ill just say i have a theory and you can post about why its wrong and ill listen. Because i know its simply stupid for me to say my answers are right when MVP/supernova/mma havent done it yet



heres what i believe. Through some testing in the unit tester, I think lategame terran can actually defeat the protoss deathball by abusing mules. If terran has 18 SCV's on gas, and a 182 food army, and protoss has 40 probes and a 160 food army, the terran can definitely win.

Also I dont think battlecruisers and mech is weak at all. 3/3 vikings, battlecruisers, with maybe 2 thors, a bunch of hellions and tanks zero bio. Call this the bio-less TvP endgame. What can toss do to beat that? not much especially if the terran is using mules to have a 182food army vs 160food army

as a toss player i will agree that feedback vs thors/BC's is really stupid which is why i suggest a terran have ONE GHOST which can deplete infinity battlecruisers of energy (just have one ghost in the back and make sure to deplete their energy before the fight). But energy on thors is a problem because thors cannot stack and ghosts cannot remove thor energy effectively which is why i suggest only getting 2 thors. If you ONLY get 2 thors in your army, this means with their 7range in order for toss to actually get in and micro off his templars to cast feedback on your 2 thors by the time that happens the entire protoss army will probably already be dead.


The problem with the above idea is it is actually the PROTOSS are the strong ones in the midgame. Because if a terran TRIES to macro up and get 4 bases, defensive posture, and upgraded battlecruisers/mech he will die to the collossi/gateway attack.

In reality i think it is the terran that has the unstoppable lategame in the current build of this game. However it is SO hard to get to, almost impossible, that to my knowledge there has NEVER been a pro GSL game where a terran has actually achieved my lategame bio-less scenario against toss
Old Post

 
 Boiler Bandsman   United States. May 16 2012 13:14. Posts 384
Profile # 

On May 16 2012 13:00 roymarthyup wrote:
ive been experimenting with lategame TvP armies and i know it sounds to stupid to say i know the answers when MVP and supernova and mma dont, so i wont say that

i will say I do not know if i know the answers. ill just say i have a theory and you can post about why its wrong and ill listen. Because i know its simply stupid for me to say my answers are right when MVP/supernova/mma havent done it yet



heres what i believe. Through some testing in the unit tester, I think lategame terran can actually defeat the protoss deathball by abusing mules. If terran has 18 SCV's on gas, and a 182 food army, and protoss has 40 probes and a 160 food army, the terran can definitely win.

Also I dont think battlecruisers and mech is weak at all. 3/3 vikings, battlecruisers, with maybe 2 thors, a bunch of hellions and tanks zero bio. Call this the bio-less TvP endgame. What can toss do to beat that? not much especially if the terran is using mules to have a 182food army vs 160food army

as a toss player i will agree that feedback vs thors/BC's is really stupid which is why i suggest a terran have ONE GHOST which can deplete infinity battlecruisers of energy (just have one ghost in the back and make sure to deplete their energy before the fight). But energy on thors is a problem because thors cannot stack and ghosts cannot remove thor energy effectively which is why i suggest only getting 2 thors. If you ONLY get 2 thors in your army, this means with their 7range in order for toss to actually get in and micro off his templars to cast feedback on your 2 thors by the time that happens the entire protoss army will probably already be dead.


The problem with the above idea is it is actually the PROTOSS are the strong ones in the midgame. Because if a terran TRIES to macro up and get 4 bases, defensive posture, and upgraded battlecruisers/mech he will die to the collossi/gateway attack.

In reality i think it is the terran that has the unstoppable lategame in the current build of this game. However it is SO hard to get to, almost impossible, that to my knowledge there has NEVER been a pro GSL game where a terran has actually achieved my lategame bio-less scenario against toss


First off, let me say I think the Terran whining is overblown, so this isn't me agreeing with them. However, what you're describing isn't the answer. The MULE use thing is on the right track IMO, but you will never ever see someone get to that sort of unit composition, because the production setup and cycle time is just awful. Your comment about toss units being mid-game is off because what you describe isn't a late-game comp, it's a fantasy comp. It's no more valid than me advocating a colossus/templar/carrier build. While your thing might be able to kill a deathball, it's so far outside the reasonable bounds of good play from your opponent as to be useless. Now the answer might involve mech or sky terran eventually, but I seriously doubt it will look like what you've described.
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.
Old Post

 
 GinDo   May 16 2012 13:27. Posts 2927
Profile Blog # 

On May 16 2012 13:00 roymarthyup wrote:
ive been experimenting with lategame TvP armies and i know it sounds to stupid to say i know the answers when MVP and supernova and mma dont, so i wont say that

i will say I do not know if i know the answers. ill just say i have a theory and you can post about why its wrong and ill listen. Because i know its simply stupid for me to say my answers are right when MVP/supernova/mma havent done it yet



heres what i believe. Through some testing in the unit tester, I think lategame terran can actually defeat the protoss deathball by abusing mules. If terran has 18 SCV's on gas, and a 182 food army, and protoss has 40 probes and a 160 food army, the terran can definitely win.

Also I dont think battlecruisers and mech is weak at all. 3/3 vikings, battlecruisers, with maybe 2 thors, a bunch of hellions and tanks zero bio. Call this the bio-less TvP endgame. What can toss do to beat that? not much especially if the terran is using mules to have a 182food army vs 160food army

as a toss player i will agree that feedback vs thors/BC's is really stupid which is why i suggest a terran have ONE GHOST which can deplete infinity battlecruisers of energy (just have one ghost in the back and make sure to deplete their energy before the fight). But energy on thors is a problem because thors cannot stack and ghosts cannot remove thor energy effectively which is why i suggest only getting 2 thors. If you ONLY get 2 thors in your army, this means with their 7range in order for toss to actually get in and micro off his templars to cast feedback on your 2 thors by the time that happens the entire protoss army will probably already be dead.


The problem with the above idea is it is actually the PROTOSS are the strong ones in the midgame. Because if a terran TRIES to macro up and get 4 bases, defensive posture, and upgraded battlecruisers/mech he will die to the collossi/gateway attack.

In reality i think it is the terran that has the unstoppable lategame in the current build of this game. However it is SO hard to get to, almost impossible, that to my knowledge there has NEVER been a pro GSL game where a terran has actually achieved my lategame bio-less scenario against toss


The issue with Mech isn't that it loses to Protoss. Mech can vary viably beat a Protoss army. The issue is that Protoss can easily out play that Mech by by passing it. Protoss can very easily use Blink and Collosi and Warp Prisms to simply bypass the mech. And there is nothing you can do about it.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ]
Old Post

 
 Solo Terran   May 16 2012 13:31. Posts 367
Profile # 

On May 16 2012 12:45 pOnarreT wrote:

Show nested quote +




Zerg reinforces better than warpgate with almost ANY unit, not just high tech units which the Protoss can't instantly reproduce but I don't see you arguing against their mechanic. Or maybe you do I just don't know. They also have AOE like fungal. Clearly the problem are Terrans like you, whining instead of getting better.
Where did I whine? I explained how Warp Gate is imbalanced in late game TvP. I do no think Protoss is OP at all I think they are fine except for the fact that warpgate gives them a huge edge versus Terran in late game situations. Zerg is completely fine and TvZ is the best matchup. Zerg can make tons of units at once but only the zergling and Roach can really reinforce incredibly fast. Which are easily defended using hellions and planetaries.

But with Protoss they can reinforce immediately, even faster than Zerglings. And gateway units are much tougher than zerglings and can take out planetaries and expansions easily.

Which means that Terran can never lose a late game engagement or they lose the game. Even if you destroy the protoss army, emp high templars and kill collosi before they can get many shots off you won't have much of an army left because of how strong the late game army is. Meaning you cannot press the issue, you have to wait to heal up, get reinforcements and by then Protoss has a new army just as big as yours.

Protoss wins late game engagement -> Game over.

Terran wins late game engagement -> Slight advantage.
Old Post

  roymarthyup   May 16 2012 13:38. Posts 1442Profile # 

On May 16 2012 13:14 Boiler Bandsman wrote:

Show nested quote +



First off, let me say I think the Terran whining is overblown, so this isn't me agreeing with them. However, what you're describing isn't the answer. The MULE use thing is on the right track IMO, but you will never ever see someone get to that sort of unit composition, because the production setup and cycle time is just awful. Your comment about toss units being mid-game is off because what you describe isn't a late-game comp, it's a fantasy comp. It's no more valid than me advocating a colossus/templar/carrier build. While your thing might be able to kill a deathball, it's so far outside the reasonable bounds of good play from your opponent as to be useless. Now the answer might involve mech or sky terran eventually, but I seriously doubt it will look like what you've described.



funny thing is im a master toss and many games will win with carriers. carriers beat vikings cost for cost and food for food (Really, test it in the tester) however what im saying its funny here is that as toss i actually get to use my lategame and it feels very viable

i feel so sorry for terran because IVE PLAYED TERRAN some in the master league and it sucks how their lategame is so unviable due to thors and feedback. Battlecruisers are also unviable because to get the bc;s and the ghost you already spend so much gas you die to midgame toss push


as a toss player i 1000000000000000% support the notion of giving thors and battlecruisers either no energy bars or make feedback not work against massive units either way it fixes the problem
Last edit: 2012-05-16 13:39:07
Old Post

 
 Dark.EX   United States. May 16 2012 13:57. Posts 1504
Profile Blog # 

On May 16 2012 10:23 Sadist wrote:

Show nested quote +



the problem is, if as a terran you lose 1 of the several 200/200 battles, you lose the game.

Basically you can't win the game with any one battle as terran, but you certainly can lose it, which is what is really frustrating vs P.


False. If you decisively win a battle as Terran with 30-40+ supply of units remaining, you can snipe 2+ of the Protoss' expansions before having to retreat, giving you a huge lead letting you do a follow up push at 200/200 which you can win the game with.

If you lose an engagement, it's not the end of the world if you have planetary fortresses keeping the Protoss from walking straight into your production. This lets you get that extra production round out that you need to defend his attack.
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