• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:34
CET 07:34
KST 15:34
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice6Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Vitality disbanding their sc2-team Team Liquid Map Contest - Preparation Notice ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026 Sea Duckling Open (Global, Bronze-Diamond) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
Gypsy to Korea BSL 22 Map Contest — Submissions OPEN to March 10 Flash's ASL S21 & Future Plans Announcement BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
ASL Season 21 Qualifiers March 7-8 [Megathread] Daily Proleagues [BSL22] Open Qualifier #1 - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
PC Games Sales Thread Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
ONE GREAT AMERICAN MARINE…
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1965 users

Stalker Attack Delay - The Protoss Fix

Forum Index > Closed
Post a Reply
1 2 3 4 5 9 10 11 Next All
axellerate
Profile Joined October 2010
Canada179 Posts
Last Edited: 2011-09-23 22:51:01
September 23 2011 20:35 GMT
#1
Original Thread By Arch (http://us.battle.net/sc2/en/forum/topic/3229374433):


This is something interesting to consider for stalkers. I was experimenting with the galaxy editor and I decided to remove the attack delay that occurs between the time when an attack command is issued and a laser is fired. To avoid confusion, this has nothing to do with the time in between each attack. It is a measure of how quickly the unit responds to the attack command.

Then secondly as part of this particular experiment, I had increased the firing arc to 360 degrees. I figured this feature is what really made dragoons so badass, so I wanted to check out the stalkers with this feature.

The combined effect of these two tweaks was that the stalkers felt more smooth and responsive to commands, almost like driving a bmw compared to an old ford. The biggest consequence of the changes was that their "stutter step" capabilities were greatly improved. In the middle of a heated battle, I could move - shoot - move - shoot - move - shoot and maneuver around the battle pretty much without losing any dps. In my opinion the change gives the stalker the ability to use it's strong attributes (speed, mobility, and range) to their maximum potential in a way that is fun and demands micro.

Also, in my honest opinion, the change was not so extreme that the stalkers felt overpowered. It was still very tight to micro against marines, for example. But it made it doable. Stalkers vs marines currently, even with the 1 range differential, is near impossible to stutter-step micro because marines have 0 delay and a near immediate turning speed, meanwhile stalkers have a crippling attack delay, and a slower turning speed. I didn't take exact notes on the turning speed numbers, so you will have to forgive me on that one.

Also I should note that this change does not increase a stalkers dps. It decreases the *drop* in dps when stalkers are shooting on the move, and it does it in a way that scales with micro. IMO it's an awesome change.

So that was my experiment.

I think it would be cool if some of you out there could try out these settings in your editor and let me know what you think of it. Maybe it's the spark that stalkers needed to be appreciated.

Thanks for taking the time to read.




________________________________________________________________

Custom Map by BigO (http://us.battle.net/sc2/en/forum/topic/3229385061)


In response to this thread:

http://us.battle.net/sc2/en/forum/topic/3229374433

I have made a map to test out these changes on stalkers. The attack delay has been lowered to the same as marines and they have a much improved turn speed too. This doesn't change the actual DPS, but this lets you do true stutter stepping with Stalkers and they feel MUCH more agile. Honestly it feels a bit OP to me, but a lot of people have requested changes like this to the game so this is your chance to try it out yourself!

The map is called Stutter Stalkers and it's public now if you search for it.

What says the community? Welcome change or too OP?

Edit: Changed map name to make it easier to find



I'm almost positive this will put protoss back into the game, and add much better dynamic play to the protoss race that it needs so immensely at the moment.

Things to consider:

It will help with marine scv all in's as well as 1-1-1 all ins, and roach-ling all in's making it a micro war instead of purely unit compositions.

It will also make stalker harass via blink or a warp prism highly viable.

Play the custom game, and I assure you, that you'll all agree!

(The stalker still fires a projectile, its not like a voidray or marine animation, if this caused any confusion).

WORTH NOTING:

- Speedlings / marauders / speed roaches / stimmed marines still interact the EXACT same as with normal stalkers. The only difference is that it aids in small battles like all in's.

- I'm seeing a lot of, well the stalker would just own zerg early game and it would be too easy. Folks, stalkers can kite slow roaches or slow lings anyways. Its very easy and the game seems to be fine in that regard right now.
coddan
Profile Joined May 2010
Estonia890 Posts
September 23 2011 20:38 GMT
#2
Of all Protoss units, Stalkers is hardly the one that needs a buff. With 1.4 I doubt they're going to need anything for a foreseeable future.
Rob28
Profile Joined November 2010
Canada705 Posts
Last Edited: 2011-09-23 20:39:43
September 23 2011 20:39 GMT
#3
I agree. I mean if Terran can get by so easily by kiting with their rax units and zergs can kite easy with roaches (sometimes, maybe look into that?), surely one kite-using gateway unit isn't going to break the game, is it?

"power overwhelming"... work, dammit, work!
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
September 23 2011 20:39 GMT
#4
Really, all the basic ranged units for all the races should either behave this way, or not. Obviously the higher tech units can have different micro-feels but I think the game would be greatly improved if you could stalker/roach stutter step easier than you can now.

However, I suspect marines will continue to be the only unit that can micro its way through pretty much anything.
axellerate
Profile Joined October 2010
Canada179 Posts
September 23 2011 20:40 GMT
#5
I highly suggest everyone plays the custom map. You'll never want to use regular stalkers ever again. Its feel SO much better.
Rachnar
Profile Joined October 2010
France1526 Posts
September 23 2011 20:40 GMT
#6
it would make it so they can kite marines early game without even being hit ... on a map like taldarim that'd be pretty imba
"What if it's a triple DK ?" "Then we cry" "Prepare your handkerchief then ..."
Fig
Profile Joined March 2010
United States1324 Posts
September 23 2011 20:41 GMT
#7
On September 24 2011 05:38 coddan wrote:
Of all Protoss units, Stalkers is hardly the one that needs a buff. With 1.4 I doubt they're going to need anything for a foreseeable future.

Stalkers have the worst DPS/cost ratio of any unit in the game, I think making the micro for them more important would do wonders for them, and the race as a whole. I mean marines have this and they are the exact opposite, highest DPS/cost ratio unit in the game.
Can't elope with my cantaloupe
ander
Profile Blog Joined September 2010
Canada403 Posts
September 23 2011 20:42 GMT
#8
I'd be very interested to see a video on this. I don't know if this would be a good idea, and i don't know how it would fit in the current state of sc2, but it would still be very interesting to see. If done correctly this should not end up being a buff, but a lateral tweak.
Rachnar
Profile Joined October 2010
France1526 Posts
September 23 2011 20:43 GMT
#9
On September 24 2011 05:41 Fig wrote:
Show nested quote +
On September 24 2011 05:38 coddan wrote:
Of all Protoss units, Stalkers is hardly the one that needs a buff. With 1.4 I doubt they're going to need anything for a foreseeable future.

Stalkers have the worst DPS/cost ratio of any unit in the game, I think making the micro for them more important would do wonders for them, and the race as a whole. I mean marines have this and they are the exact opposite, highest DPS/cost ratio unit in the game.


say that say to a ... mothership ? or corruptor ?
"What if it's a triple DK ?" "Then we cry" "Prepare your handkerchief then ..."
axellerate
Profile Joined October 2010
Canada179 Posts
September 23 2011 20:43 GMT
#10
On September 24 2011 05:42 ander wrote:
I'd be very interested to see a video on this. I don't know if this would be a good idea, and i don't know how it would fit in the current state of sc2, but it would still be very interesting to see. If done correctly this should not end up being a buff, but a lateral tweak.



Theres a custom game called Stutter Stalkers.

Play it, and you'll understand the change completely.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
September 23 2011 20:45 GMT
#11
On September 24 2011 05:39 Rob28 wrote:
I agree. I mean if Terran can get by so easily by kiting with their rax units and zergs can kite easy with roaches (sometimes, maybe look into that?), surely one kite-using gateway unit isn't going to break the game, is it?



Stalkers can Kite perfectly fine though...
"Its easy, just trust your CPU".-Boxer on being good at games
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
September 23 2011 20:46 GMT
#12
Mmm i feel as if the relationships regarding stalkers as it is right now is fine, stutter stepping vs marines taking absolutely 0 dmg is quite difficult yeah, but the amount of dmg you take only taking 1 shot from marines compared to giving one to them (especially when you factor in its a 45 hp marine and a 160ish shield+hp stalker) it's not like stalkers are exactly weak against them, it wouldnt change the relationship against marauder concussive cos it would still mean youre boned regardless... But early stalker pressure against zerg would become way too good (im talking small pokes with 1-2 before speed).

The changes, whilst would make the unit much more fun to control for us, i feel would break the early game of both matchups pretty signifcantly, forcing zerg to speedling open every single game, and not allowing terrans to poke out past their ramp/nat bunker what so ever with reactor or gasless openings.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
axellerate
Profile Joined October 2010
Canada179 Posts
September 23 2011 20:46 GMT
#13
On September 24 2011 05:45 windsupernova wrote:
Show nested quote +
On September 24 2011 05:39 Rob28 wrote:
I agree. I mean if Terran can get by so easily by kiting with their rax units and zergs can kite easy with roaches (sometimes, maybe look into that?), surely one kite-using gateway unit isn't going to break the game, is it?



Stalkers can Kite perfectly fine though...



Stalkers cannot kite marines because of their attack delay. Its impossible, they will always take damage.
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2011-09-23 20:48:54
September 23 2011 20:46 GMT
#14
how about we give all ranged units the voidray mechanic, shooting in the front while moving ? you know this change would be accompanied by a range nerf to 5 in order for marines and roaches to be not super hard contert ?
You shouldn't think one sided when thinking about changes :3.
I like the current kiting it takes way more to do, those changes just sound like easy mode. I was always missing the ranged upgrade for stalkers in the core, though that would mean halluzination would never be researched lol.
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
Last Edited: 2011-09-23 20:48:11
September 23 2011 20:46 GMT
#15
On September 24 2011 05:41 Fig wrote:
Show nested quote +
On September 24 2011 05:38 coddan wrote:
Of all Protoss units, Stalkers is hardly the one that needs a buff. With 1.4 I doubt they're going to need anything for a foreseeable future.

Stalkers have the worst DPS/cost ratio of any unit in the game, I think making the micro for them more important would do wonders for them, and the race as a whole. I mean marines have this and they are the exact opposite, highest DPS/cost ratio unit in the game.


Yeah but when you micro them they are useful. -.- Inane random first post.

This is definitely interesting. It was always wierd to me looking at Tempest's game on Bluestorm in BW and watching a dragoon kill 30 marines with lovely kiting and then watch sc2 where even with the best micro the stalker was almost guaranteed to recieve a modicum of damage.

edit: christ. It's interesting how good t and z's think stalkers are compared to Toss. Just play the map -.-
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
windsupernova
Profile Joined October 2010
Mexico5280 Posts
September 23 2011 20:47 GMT
#16
On September 24 2011 05:46 Ftrunkz wrote:
Mmm i feel as if the relationships regarding stalkers as it is right now is fine, stutter stepping vs marines taking absolutely 0 dmg is quite difficult yeah, but the amount of dmg you take only taking 1 shot from marines compared to giving one to them (especially when you factor in its a 45 hp marine and a 160ish shield+hp stalker) it's not like stalkers are exactly weak against them, it wouldnt change the relationship against marauder concussive cos it would still mean youre boned regardless... But early stalker pressure against zerg would become way too good (im talking small pokes with 1-2 before speed).

The changes, whilst would make the unit much more fun to control for us, i feel would break the early game of both matchups pretty signifcantly, forcing zerg to speedling open every single game, and not allowing terrans to poke out past their ramp/nat bunker what so ever with reactor or gasless openings.


Oh yeah I didn't think about that, hahaha, its pretty easy to kite slowlings as they are now. A change like this would make Stalkers dominant as hell in ZvP
"Its easy, just trust your CPU".-Boxer on being good at games
Alpino
Profile Joined June 2011
Brazil4390 Posts
September 23 2011 20:48 GMT
#17
On September 24 2011 05:46 axellerate wrote:
Show nested quote +
On September 24 2011 05:45 windsupernova wrote:
On September 24 2011 05:39 Rob28 wrote:
I agree. I mean if Terran can get by so easily by kiting with their rax units and zergs can kite easy with roaches (sometimes, maybe look into that?), surely one kite-using gateway unit isn't going to break the game, is it?



Stalkers can Kite perfectly fine though...



Stalkers cannot kite marines because of their attack delay. Its impossible, they will always take damage.


HuK is pretty damn good at not taking damage wit those ^^.
20/11/2015 - never forget EE's Ember
axellerate
Profile Joined October 2010
Canada179 Posts
September 23 2011 20:49 GMT
#18
On September 24 2011 05:48 Alpino wrote:
Show nested quote +
On September 24 2011 05:46 axellerate wrote:
On September 24 2011 05:45 windsupernova wrote:
On September 24 2011 05:39 Rob28 wrote:
I agree. I mean if Terran can get by so easily by kiting with their rax units and zergs can kite easy with roaches (sometimes, maybe look into that?), surely one kite-using gateway unit isn't going to break the game, is it?



Stalkers can Kite perfectly fine though...



Stalkers cannot kite marines because of their attack delay. Its impossible, they will always take damage.


HuK is pretty damn good at not taking damage wit those ^^.



Im sorry to inform you, but its impossible to take no dmg. The time delay on the stalker is more than enough for an a-click marine to close the distance. Feel free to test it out.

This is without stim of course.

Looking forward to hearing comments about the custom game and how it feels.
CrushDog5
Profile Joined March 2010
Canada207 Posts
September 23 2011 20:50 GMT
#19
Stalkers are kind of the go to unit anyway, though. It would be nice to diversify Protoss rather than making Stalkers even more popular.

Nevertheless, as a Protoss, I like it.
SkillCraft.com - StarCraft + Science
windsupernova
Profile Joined October 2010
Mexico5280 Posts
September 23 2011 20:51 GMT
#20
On September 24 2011 05:46 axellerate wrote:
Show nested quote +
On September 24 2011 05:45 windsupernova wrote:
On September 24 2011 05:39 Rob28 wrote:
I agree. I mean if Terran can get by so easily by kiting with their rax units and zergs can kite easy with roaches (sometimes, maybe look into that?), surely one kite-using gateway unit isn't going to break the game, is it?



Stalkers can Kite perfectly fine though...



Stalkers cannot kite marines because of their attack delay. Its impossible, they will always take damage.


They can get away with receiving only Shield damage, and Shields are now much better in SC2 when you compare it to BW. If anything(because I have been thinking about this too) I'd prefer a Stalker range upgrade but that would probably break PvZ.

hmmm, maybe I dunno. I think Stalkers are ok as they are now. They might need some tweaks but overall they feel pretty ... solid
"Its easy, just trust your CPU".-Boxer on being good at games
1 2 3 4 5 9 10 11 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 26m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mcanning 134
ProTech116
StarCraft: Brood War
Sea 19652
Bisu 12094
ToSsGirL 385
Dewaltoss 125
Terrorterran 7
Dota 2
XaKoH 179
NeuroSwarm121
League of Legends
JimRising 804
Counter-Strike
Stewie2K960
Other Games
summit1g6580
C9.Mang0347
ToD37
Fuzer 19
Organizations
StarCraft: Brood War
Afreeca ASL 3438
UltimateBattle 240
lovetv 24
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH1749
• Sammyuel 27
• practicex 25
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• RayReign 25
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Lourlo1331
• Stunt435
Other Games
• Scarra716
Upcoming Events
CranKy Ducklings
3h 26m
RSL Revival
3h 26m
Reynor vs Zoun
herO vs sOs
WardiTV Winter Champion…
5h 26m
Classic vs Rogue
Solar vs Gerald
Bunny vs Nicoract
ByuN vs Zoun
herO vs Clem
MaxPax vs Cure
AI Arena Tournament
13h 26m
Patches Events
16h 26m
Replay Cast
17h 26m
Sparkling Tuna Cup
1d 3h
RSL Revival
1d 3h
Classic vs TriGGeR
Cure vs Cham
WardiTV Winter Champion…
1d 5h
OSC
1d 5h
[ Show More ]
BSL
1d 13h
Replay Cast
1d 17h
Replay Cast
2 days
Monday Night Weeklies
2 days
OSC
2 days
Replay Cast
4 days
The PondCast
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-05
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
ASL Season 21: Qualifier #1
RSL Revival: Season 4
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
NationLESS Cup
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.