[quote]you have lost all credibility to me in your "tests".[/quote] I don't want any credibility with you.
Agent of Kharma
The skirantra without scramble bombers is weak. Period. This was apparent before the buff. It is still apparent now. I just finished a test game. Went skirantra, but purposefully no scramble bombers. The strat was to use the skirantra to support an early starbase rush, so the skirantra was configured for all fighters to counter any enemy bombers which would counter the starbase, and repair cloud to repair the starbase. Starbase hit the enemy homew
[quote]All I have to say is that if reapers are nerfed/change in any way, Terran will need a gigantic buff to compensate.[/quote] This may not be a bad thing. Nerf the cheese reaper (or do something else to make it more counterable), and provide additional compensating buffs elsewhere, if needed. The thing that makes terran viable shouldn't be cheese reapers and cheese hellions for early economic harass and rush. Terran should be viable without "gimmicks" and early
[quote]I'll go watch all of the live streaming Terrans on team liquid, because I've never seen this reaper build that will ultimately crush any Protoss player, but I'll be on the look out for it.[/quote] You are setting up a straw man. It isn't about "ultimately crush." Maybe it will, maybe it won't, depending on the 2 player's skill levels. It is just something that is very difficult to counter (while being easy to execute for the terran) and puts the victim of it i
[quote]The basic problem in each case is that the counter strategy requires far more thought than the original strategy. That's what makes it so maddening.[/quote] Yeah. These are among the worst and most maddening types of imbalances. EDIT: I have a sore spot when it comes to cheese that targets my economy, when I don't have counter-cheese to target the enemy's economy. It's way worse when, as Frogboy says, the counter strategy requires far more thought/ener
[quote]Everything but other workers hard counters workers lol[/quote] Uhh... a single zealot does not hard counter a mineral line like a single hellion, are you nuts? The zealot can only attack one worker at a time, and he has to do a few attacks to kill one. A hellion can spray his weapon and literally hit every worker with a good shot. A high templar could do comparable damage, but you cannot rush someone's mineral line with high templars. [quote]So, bans
Volt, we don't need caps competing with noncaps on dps. That's the problem with the OP's suggestion, and Twilight's. Why would anyone want that? It's simple as hell. Their role is to support the fleet with special abilities. Right now they can't do that because they auto-explode whenever an enemy fleet shows up. The solution is simply to buff their survivability against non-caps.
[quote]Helions hard counter zerglings...[/quote] Yeah, but they hard counter workers too, with all the splash damage, and the fact that the weapon sprays in a long line, capable of hitting a lot of stuff in 1 shot. If a couple of them get to a mineral line and fire a few shots, the entire line goes down. Let's assume you get a few roaches out to defend. The things can still run around the roaches to the mineral line and kill a bunch of stuff with all that splash da
[quote]The Zerg player took way too long get units out, didn't scout, and didn't try to get roaches like the commentator mentions. The Z player did something risky and got punished, it doesn't show anything other than a risky economic build with no units.[/quote] I'm not saying it proves my case, I just don't know enough about the game at this point to know. But having said that, it's sort of hard to take you seriously here. You are criticizing the play of a guy that proba
[quote]Helions should NEVER get into your base as a protoss player. [quote]Actually, it seems to be Zerg who have big problems with hellions. I've never seen a pro Zerg block a ramp. The Hellions come (along with Reapers), the drones are fried, and its GG.[/quote][/quote] Just saw this today, between KHB (the guy who beat David Kim) and some other guy. Shows you how much trouble a top-ranked pro can have with hellions. I said above that zerg seem to have the m
[quote]Agent, we disagree on the use of caps.[/quote] Yes we do. [quote]Cap-Ships are essentially supposed to be super versions of Frigates and Cruisers.[/quote] No they aren't (at least not frigates).
[quote]PJIs are 700%!!! Wow. *Face-palm* Why have I never used these??? Did they get a buff since Vanilla?[/quote] As the game's resident historian, I will tell you that they got a buff sometime after vanilla was first released (maybe 6 months or so after). When the game shipped, PJIs were a pathetic joke. For some reason, the devs catered to a select group of beta testers who just didn't like the idea of PJIs, so they were nerfed into oblivion right before the game re
[quote]And flak burst is a poor fleet support ability.[/quote] If flak burst is a poor fleet support ability, then fix it. But the viability or non-viability of flak burst or any other ability has no bearing on whether or not caps should be used to support the fleet with abilities, vs. being damage tanks and dps dealers.
[quote]The battleship supports its fleet through DPS and tanking power.[/quote] Nonsense. NO caps should support the fleet through DPS (unless you are talking a special ability, like missle barrage), and ALL caps should have tanking power so that they can survive to peform said mission of "supporting the fleet." As far as battleships go, they should support the fleet through ABILITIES such as jam weapons, flak burst, ignite antimatter, etc, not through dps or tanking (al
I don't see the need to up the dps of capships (battleship class or otherwise). I think that would be a mistake. I think frigs and hc are where your dps should come from. To me, capships are for SUPPORT - even the battleships. So make sure they can support the fleet. And the first priority for making them support the fleet is buffing their survivability. I do see a dilemna for the kortul, however. Currently, one of its best abilities has to do with
Hi. A warning - everyone rushes online, all of the time. You will never see anything different. In Sins, it is fairly difficult to counter a rush. I think maybe the best thing you can try is play vasari, which gives you access to starbases and the "planet lockdown" with only 2 military labs. As soon as the game starts, drop 2 military labs, and research starbase tech. Also, build a skirantra (carrier) capship, because you will need fighters to protect t
[quote]I've watched about four hundred games from the Terran perspective (mostly in platinum), and almost none of them go for this supposedly great quick reaper against Protoss.[/quote] I've watched a few hundred platinum games myself (players of the caliber of David Kim), and I see reaper harass all the time, and it works, even against these pros. What I never did, until Myles's posts, was read any forums. So I was giving you my impression of balance without knowing wha
[quote]You can beat anything with anything if you micro well and they dont.[/quote] Right. We need to compare apples to apples here. [quote]However, if both players have good micro a zealot will lose to a reaper every time[/quote] Yeah. But it's even worse than that. Let's assume something untrue - that a zealot could eventually catch up to and kill a reaper, on an open theoretical "sandbox" map. The zealot still poorly defends the mineral line
[quote]I don't have reapers to be particularly useful against good players because they really aren't that hard to defend against. [/quote] Well, in a normal situation they might be manageable as you say. But the worst situation is on a map where the mineral line is against a cliff that the reaper has access to. Then it's just hell. How many maps are there like this? I've never seen the top pros easily defend against this kind of situation, and since it's so
[quote]I got flamed royally by my two teamates for that. I'm not saying my situation was utterly impossible, but one would need much more skill than me to succeed in that situation online. I suspect highly that my opponent had at least some feed to get that fleet together and get it the 7ish jumps from its HW to me in the...I'ma say 15-20 mins, roughly...that it happened.[/quote] Twilight - online was always chock full of assholes. Just comes with the territory. And yes,
[quote]Reapers and Maruaders are the hot topic as of now, expecially vs protoss.[/quote] Yes. Thing about reapers vs. anything (zerg or protoss) is that they can jump right into your base (ignoring cliffs and chokes) and head straight for your mineral line. They are fast as hell - nothing can run away from them. And they can kite like hell or just jump down a cliff and then back up again (or the inverse - jump up a cliff and back down again). The amount of hara
[quote]Vikings counter colossi, but your stalkers will eat through the vikings.[/quote] Maybe so, but I just haven't seen this happen. I've seen a ton of stalkers (granted, pre-buff) backing colossi several times, and everything just dies . Heck, if the viking is the ship I'm thinking about, I think it just one-shots colossi with that damn missle thingy it has? But terran don't even need that. If they just focus their mass of marines and marauders at the coloss
[quote]This time last year you could easily have pulled this argument to say that the egg's colonize ability should be left as is, but today it just doesn't hold water. The egg is maybe 4th or 5th (after all three carrier capital ships and perhaps the Kortul) in terms of its rank for sheer combat power. [/quote] Point taken. I'm convinced.
[quote]Reapers require a barracks with a tech lab, and they can easily be countered.[/quote] What? Then why in over a couple hundred pro replays have I not seen 1 pro ever "counter them easily?" I've seen a couple of pros beat them back with great difficulty and recover, but never have I seen them "countered easily." Anyone under the pro level can just forget about trying to counter them. Mark my words. If this unit stays the way it is, the vast majority
First off, I want to say that I know it's beta, and I know that "by definition" that implies that it is imbalanced. Having said that... The Terrans seem OP to me. - The Reaper is ridiculous. The thing is available early, it can jump cliffs, it's fast as hell, it's strong, it can harass your eco big-time, and to add insult to injury, it has a ridiculously strong special ability against buildings, and can take them down in no time. The effort required by you to