• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:27
CEST 10:27
KST 17:27
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Reynor: GSL Loss Wasn't About Preparation Format12[IPSL] Spring 2026 Grand Finals - This Weekend!1Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Is the larve respawn broken? Weekly Cups (July 6 - 12): Protoss strike back Serral wins HomeStory Cup 29 Yamato Cup Series Interview with an American 16 Year Old Grandmaster
Tourneys
WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
Etiquete rules in Asl? Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) screpdb: new Starcraft reporting tool ASL 22 Proposed Map Pool BSL Season 22 Full Overview & Conclusion
Tourneys
Escore Tournament - Season 3 [Megathread] Daily Proleagues [ASL22] Wildcard Qualifier [IPSL] Spring 2026 Grand Finals - This Weekend!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
Path of Exile Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion! Series you have seen recently...
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7655 users

What the warhound needs to be.

Forum Index > Closed
Post a Reply
kaokentake
Profile Joined July 2012
383 Posts
Last Edited: 2012-09-07 05:57:17
September 07 2012 05:30 GMT
#1
I now understand blizzards reasoning for the warhound.

If you go into the unit tester, any combination of tanks/hellions/thors you make will be OBLITERATED by immortals.

Blizzard probably added the anti-air warhound then went into the unit tester testing armies, and the mech armies kept getting owned by immortals.

So blizzard wanted a mech unit that can counter immortals.

And honestly, I feel fine as long as that is the concept of the warhound, and not some godlike marauder type unit.

Warhounds need to essentially be a counter to immortals, and nothing more. thats what warhounds need to be (pretty much) otherwise they are imbalanced.

Warhounds cannot be another marauder thats good against everything (thats what the marauders for), instead they can be a factory marauder thats good against ONLY immortals and nothing else.

I think the current version of the warhound is flawed in design because their statline cannot be balanced to be "ok" against zerg without being "overpowered" against protoss with free anti-mech missiles. No matter how you slice it if missiles are free ontop of their statline, then its either overpowered against toss or weak against zerg.

This is why I think the anti-mech missiles are flawed in design. Instead of making the warhound "anti-mech", it should become anti-shield and I think i know how to do that.

Post your ideas here for concepts that would make the warhound NOT overpowered, while still countering immortals.

Heres an idea i have. All protoss units have 1base armor. Heres an idea to make warhounds strong against immortals while weak against everything else. Make warhounds only attack its missiles but allow the missiles to target all units (essentially, the missiles are the warhounds attack), but make it fire those missiles EXTREMELY FRICKEN FAST but only do 2-3 damage. Maybe make each warhound attack launch 15 missiles that each do 2 damage, so 15x2 damage.

I know it sounds retarded seeing 15 missiles fly out for an attack but its literally the only way i can think of to balance this unit. This way the missiles do lots of damage to shields, but much less to protoss units after the shields are gone.

And against zerg the warhounds would do lots of overkill to zerglings (30 damage per attack) hopefully balancing the statline against zerglings.

This way warhounds would be nothing more than a shield destroyer and could be useful early game against zerg possibly. It would shoot extremely fast taking out the shields of immortals (which are the problem) and then after the shields of the immortals are gone, mech becomes viable again.

Then against zerg it would do fairly low damage to anything armored but it would be very big/beefy/tanking allowing it to "tank" banelings or what have you for the bigger bio/mech force

Im thinking you could even keep the ridiculous 220 health of the warhound as long as you nerfed the damage in this way. This way the warhound would do 50% less damage to zealots/stalkers/sentrys once the shields are gone.

This way warhounds could "counter" immortal shields, allowing mech to be ok against immortals, but they wouldnt obliterate sentrys/stalkers/zealots

EDIT: damage levels can be tweaked for balance, but the general idea is make the warhound do lots of damage to anything with 0base armor (shields, marines, zerglings) but weak damage to anything with 1base armor (roaches, queens, sentrys, stalkers, zealots, marauders). Then each warhound attack does like 30 damage so they overkill zerglings by alot hopefully making them not too strong against zerglings.

essentially, the warhound should be a unit that does TONS of damage to shields, but CRAPPY damage to nonshields.

In other words, lots of damage to anything with 0base armor

but bad damage to anything with 1 base armor. This means marauders would counter warhounds (because of 1base armor)

This means warhounds would be useful lategame against protoss if you are making a mech army, so you have lots of tanks and hellions and he has immortals? add in a couple warhounds and melt their shields
Aveng3r
Profile Joined February 2012
United States2411 Posts
Last Edited: 2012-09-07 05:52:22
September 07 2012 05:52 GMT
#2
[QUOTE]On September 07 2012 14:30 kaokentake wrote:

This way warhounds would be nothing more than a shield destroyer and could be useful early game against zerg possibly. It would shoot extremely fast taking out the shields of immortals (which are the problem) and then after the shields of the immortals are gone, mech becomes viable again.


the warhound should be nothing more than a shield destroyer? if the issue with going mech against toss was that simple, emp would solve everything, but obviously there is more to it than that.
chargelots are really strong against mech, as are archons and immortals. the new units totally revamp the entire concept of going mech vers P because a toss ground army without any air support will lose to a mech army (which is the way it should be if you ask me. mech should be extremely powerful and hard to break without air superiority). the tempest gives toss a way to fight back against the mech army by hitting it from long range.
saying that terran should get new units to fight against the WOL toss composition doesn't really help. Blizzard was trying to make mech viable vers toss toss in this game, hence the warhound.
I carve marble busts of assassinated world leaders - PM for a quote
kaokentake
Profile Joined July 2012
383 Posts
Last Edited: 2012-09-07 05:57:47
September 07 2012 05:56 GMT
#3
On September 07 2012 14:52 Aveng3r wrote:
Show nested quote +
On September 07 2012 14:30 kaokentake wrote:

This way warhounds would be nothing more than a shield destroyer and could be useful early game against zerg possibly. It would shoot extremely fast taking out the shields of immortals (which are the problem) and then after the shields of the immortals are gone, mech becomes viable again.



the warhound should be nothing more than a shield destroyer? if the issue with going mech against toss was that simple, emp would solve everything, but obviously there is more to it than that.


It is that simple. Sorry but its hard to add in EMP properly as mech against immortal/collossi. It really is that simple and mech/emp armies do beat immortals in the unit tester, but its just way too hard to get (harder than infestor/broodlord in a real game)

It truly IS that simple. Make warhounds deal tons of damage to shields, and you can go tank/hellion against protoss and it would be VIABLE because if the enemy makes immortals to counter your mech, you make warhounds to counter their immortals.
FalahNorei
Profile Joined July 2011
Germany56 Posts
September 07 2012 06:03 GMT
#4
the warhound, as they are right now, are pretty broken. maybe its not the right strats against them, but obviously they can come when usually hellions arrive. roaches are kinda good-ish against them, but don't stand up to that firepower, and lings get two shotted, at that firerate pretty bad. toss can do basically nothing to stop them, as they have 7 range and fast movement against lots and do massive missle dmg to stalkers.

I thought about a ghost-type of mech unit, giving it an ability much like the human magic tower from wc3. make each shot not only deal damage, but also steal like 10 or 5 shield/energy from spellcasters or toss units. nerf its damage a bit, so its still a fast, long range tank if neccessary, that really is evil against spellcasters or protoss, but doesn't take them appart just when 4 of em walk up your ramp on minute 6.
'cause I can
SheaR619
Profile Joined October 2010
United States2399 Posts
Last Edited: 2012-09-07 06:16:16
September 07 2012 06:12 GMT
#5
hmm terrible idea imo because then warhound will be a pretty useless unit that was designed just to counter 1 unit. It would make the warhound even more of a terrible unnit then it already is (from a design point of view, we all know it OP right now). Mech wasnt completely hard counter by immortal. It was mainly the chargelots because it was able to kill the hellion really fast and in a direct engagement, the hellion splash couldnt be utlized very effectivly and fell apart vs chargelots. Mech really didnt have anything to counter the chargelots. With the battle hellion to soak the damage from all the protoss unit, I believe the point of having the warhound isnt necessary anymore. Because if you just que your tanks fire, then you shouldnt have much problem vs immortal because battle hellion should be there to soak all the damage.

Also, widow mine damage goes through the shield of immortals. So there really isnt any reason to have warhound. The only reason warhound is there that I can see is that it stop all kind of blink stalker all-in because blink stalker all-in completely counters any sort of mech opening.
I may not be the best, but i will be some day...
Doc Daneeka
Profile Joined March 2010
United States577 Posts
Last Edited: 2012-09-07 06:19:20
September 07 2012 06:17 GMT
#6
someone in another thread suggested giving warhounds the widow mine as an ability, and i thought it was pretty clever so here's my extension of the idea:

nerf their DPS and make them cost 1 more food, but give them the ability to construct widow mines (similar to how the reaver constructed scarabs but slower obviously) and then deploy them like spider mines. haywire missiles can stay or leave but if it stays it needs to either be a much longer cooldown, a constructable like the widow mine (maybe occupies a sort of 'inventory slot' which can only be one or the other at one time?), or less damage. it gets to keep its range and speed so they're easy to position and can take potshots if they need to, but if they don't have tanks or bio to fall back to they'll just get mauled by the opponent's DPS units.

i like this idea, dunno how do-able it is, but either way terran does not need another 'core unit' and this sounds to me like a decent way to turn it into a powerful support unit that is vulnerable on its own.
payed off security
tomwizz
Profile Joined October 2010
524 Posts
Last Edited: 2012-09-07 06:47:12
September 07 2012 06:37 GMT
#7
This warhound is stupid, if player want to destroy tank,immortal. They already have marauder/thor/ghost to do that.

Maybe it would better if warhound can build widow mine. and weaker like goliah.
D_K_night
Profile Joined April 2010
Canada615 Posts
September 07 2012 07:03 GMT
#8
A unit that you're describing which does rapid pinprick attacks, sounds awfully similar to the marine.

Under this condition, the warhound would just end up as a larger, armored marine but less versatility. And be completely useless versus zerg, if all they're good for is just sapping shields.

It still should be something that has a use in every matchup, not just confined to a very narrow niche.
Canada
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2012-09-07 10:01:52
September 07 2012 09:59 GMT
#9
Warhound adjustments are easy enough to do.

Movement to 2.25. Damage to 15. Haywire to 50 damage, leave the autocast in. Supply to 3.

Seige tanks to 2 supply. Mines to 1 supply (produced in pairs like zerglings).

That'll be quite comfortable. I'd put money it ends up looking at least a little similar to that.
PrimarycOre
Profile Joined March 2012
39 Posts
September 07 2012 10:10 GMT
#10
thread should be deleted, just another QQ, clearly biased thread, analysis below, didnt do the entire post cause its 6 am here.


Warhounds need to essentially be a counter to immortals, and nothing more. thats what warhounds need to be (pretty much) otherwise they are imbalanced.

Rauders are against everything? yea i guess rauders are great vs chargelots, archons, immortals, air units, etc...

Warhounds cannot be another marauder thats good against everything (thats what the marauders for), instead they can be a factory marauder thats good against ONLY immortals and nothing else.

Thats what marines are for.

I think the current version of the warhound is flawed in design because their statline cannot be balanced to be "ok" against zerg without being "overpowered" against protoss with free anti-mech missiles. No matter how you slice it if missiles are free ontop of their statline, then its either overpowered against toss or weak against zerg.

Only T AA is vikings, unless u go BC's, can we not get 1 AA unit?
I raged so hard, I went super saiyan!!
Alex1Sun
Profile Blog Joined April 2010
494 Posts
Last Edited: 2012-09-07 10:50:59
September 07 2012 10:40 GMT
#11
IMHO make a warhound suck against most things that aren't immortals simply by changing its type to light (so that it doesn't receive bonus damage from immortals) and reducing the warhound's attack damage to 10 (so that both with its main attack and with its ability it doesn't trigger immortal's shields). Then adjust the attack speed to ensure that warhound is just a reactionary unit to mass immortals/stalkers, and is not build in large quantities otherwise.

This way the core mech unit will be tank (tanks are awesome to watch and bring very interesting gameplay), and warhounds/(battle)helions will be built mostly as meat shields for tanks with ratio between warhounds/(battle)helions depending on whether a protoss player is stalker/immortal or zealot/archon heavy.

Edit: Also make warhounds take less gas and more minerals, so that they don't take gas from tank production.

Edit 2: Summary of changes (please read the text above for the reasoning):
Armor type changed to light.
Damage reduced to 10.
Mineral cost increased by 50.
Gas cost reduced by 50.
Attack speed somewhat increased.

Problem solved.
This is not Warcraft in space!
Lumi
Profile Blog Joined August 2009
United States1616 Posts
September 07 2012 10:45 GMT
#12
I heard emp is pretty good against immortals...
twitter.com/lumigaming - DongRaeGu is the One True Dong - /r/onetruedong
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
September 07 2012 10:46 GMT
#13
I'd actually also would change how the unit moves. Make the accerlation really slow so you can't run away as easy wiht the warhound.
Pokemon Master
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
September 07 2012 10:51 GMT
#14
Ok so why not remove Thor's strike cannons and give it haywire missiles and balance it out somehow? I don't get it. There seems to be so much blizzard can do to enable mech TvP, even Battle hellion + mines could be ok.. There must be some philosophy problem in there.
Cloak
Profile Joined October 2009
United States816 Posts
September 07 2012 10:56 GMT
#15
On September 07 2012 19:45 Lumi wrote:
I heard emp is pretty good against immortals...


No, Terran need to a-move and win against their hard-counters. Just like Colossus can a-move against Vikings and win.
The more you know, the less you understand.
Garmer
Profile Joined October 2010
1286 Posts
September 07 2012 10:58 GMT
#16
stop thinking that bio is the solution, the dev stated it clearly, they don't want to see every damn game with bio-boring-ball , this is why they want to make mech viable, the problem is that they make it in the wrong way, just buff the damn TANKS!!
MoonCricket
Profile Joined September 2011
222 Posts
September 07 2012 11:04 GMT
#17
Just give it a weapon that ignores Protoss shields and kills Protoss units when their health is reduced to 0 regardless of their shield energy?

2 Shotting Zerglings is fine, 2 Shotting Marines without Combat Shield is definitely OP.
Kortex22
Profile Joined June 2011
France28 Posts
Last Edited: 2012-09-07 11:34:45
September 07 2012 11:26 GMT
#18
(deleted, wrong subject I think sorry)
attackmoveftw
Profile Joined August 2012
45 Posts
September 07 2012 11:37 GMT
#19
So the Warhound is an anti-immortal unit. The Immortal is an anti-tank unit. One absurd unit to counter another absurd unit just because Mr. Dustin Browder don't like Tanks. Nice Dustin Browder, nice. With that kind of forsight can you see passed your fat hairy gut to see your dick?

User was banned for this post.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 07 2012 11:38 GMT
#20
I know everyone has their opinion on the warhound but we should really keep it to one thread.
Administrator~ Spirit will set you free ~
Please log in or register to reply.
Live Events Refresh
Next event in 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
actioN 151
Killer 66
sorry 50
ToSsGirL 39
ZergMaN 33
Bale 20
Sharp 7
Dota 2
Fuzer 61
League of Legends
JimRising 548
Doublelift103
Other Games
summit1g3661
ceh91244
crisheroes179
XaKoH 156
Organizations
Other Games
gamesdonequick2371
BasetradeTV144
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH303
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2140
League of Legends
• Stunt465
• Jankos156
Upcoming Events
Replay Cast
33m
CrankTV Team League
2h 33m
Replay Cast
1d
CrankTV Team League
1d 2h
Replay Cast
1d 15h
RSL Revival
2 days
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
2 days
IPSL
2 days
Dragon vs Hawk
RSL Revival
3 days
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
3 days
[ Show More ]
IPSL
3 days
Bonyth vs Ret
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
PiGosaur Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-07-13
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
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.