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Why the warhound should exist, what it should be. - Page 2

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kaokentake
Profile Joined July 2012
383 Posts
September 09 2012 19:22 GMT
#21
On September 10 2012 03:57 DusTerr wrote:
Show nested quote +
On September 09 2012 18:10 kaokentake wrote:
I believe there SHOULD NOT be any ground army that exists for one race, that has no counter ground army in the opposing race.
[...]
NO 60food GROUND ARMY should be uncounterable by another race (without the answer being "make air units") its just not fair. This game is largely ground army based.


I know you're focusing on HotS... but that statement just doesn't work in WoL.

Show me the Terran ground army that can beat a standard protoss deathball?

Sometimes air IS the answer =/



You just proved me right.

I said, in my OPENING POST, that **PROTOSS** has a 60 food **GROUND ARMY** that **TERRAN CANNOT COUNTER**

this means, with you asking me to **SHOW YOU** a **TERRAN ARMY** that can counter the **PROTOSS DEATHBALL**.... my answer to you is

"UMM.. can you even READ?? I said in my OP that the toss deathball is imbalanced because **THERE IS NO COUNTER**.... i said in my OP that I believe that it is a problem that there is no counter, and i believe there should be a counter"


guess what, there is no ground army zerg has that cannot be countered by a counter-army from the protoss
and there is no ground army protoss has that cannot be countered by a counter-army from the zerg

I feel every non-mirror matchup should be like this. No ground army should be uncounterable by another races counter-ground army.



I challenge anyone to give me a 60 food ground-army from protoss that zerg cannot counter with its own 60food ground army. Heres a hint you cant do it, because every unit in zerg/protoss has its counter on the ground in the other race.

currently, terran has no counter to immortal/collosi based armies because a immortal/collossi based army rapes marines too hard which are the counter to immortals
DusTerr
Profile Blog Joined January 2011
2520 Posts
September 09 2012 19:34 GMT
#22
On September 10 2012 04:22 kaokentake wrote:
Show nested quote +
On September 10 2012 03:57 DusTerr wrote:
On September 09 2012 18:10 kaokentake wrote:
I believe there SHOULD NOT be any ground army that exists for one race, that has no counter ground army in the opposing race.
[...]
NO 60food GROUND ARMY should be uncounterable by another race (without the answer being "make air units") its just not fair. This game is largely ground army based.


I know you're focusing on HotS... but that statement just doesn't work in WoL.

Show me the Terran ground army that can beat a standard protoss deathball?

Sometimes air IS the answer =/



You just proved me right.

I said, in my OPENING POST, that **PROTOSS** has a 60 food **GROUND ARMY** that **TERRAN CANNOT COUNTER**

this means, with you asking me to **SHOW YOU** a **TERRAN ARMY** that can counter the **PROTOSS DEATHBALL**.... my answer to you is

"UMM.. can you even READ?? I said in my OP that the toss deathball is imbalanced because **THERE IS NO COUNTER**.... i said in my OP that I believe that it is a problem that there is no counter, and i believe there should be a counter"


guess what, there is no ground army zerg has that cannot be countered by a counter-army from the protoss
and there is no ground army protoss has that cannot be countered by a counter-army from the zerg

I feel every non-mirror matchup should be like this. No ground army should be uncounterable by another races counter-ground army.



I challenge anyone to give me a 60 food ground-army from protoss that zerg cannot counter with its own 60food ground army. Heres a hint you cant do it, because every unit in zerg/protoss has its counter on the ground in the other race.

currently, terran has no counter to immortal/collosi based armies because a immortal/collossi based army rapes marines too hard which are the counter to immortals


Let me rephrase; Since this does not occur in WoL, why do you believe all ground armies should have a counter ground army (that could still be countered by army1 by changing the composition)?
kaokentake
Profile Joined July 2012
383 Posts
September 09 2012 19:37 GMT
#23
On September 10 2012 04:34 DusTerr wrote:
Show nested quote +
On September 10 2012 04:22 kaokentake wrote:
On September 10 2012 03:57 DusTerr wrote:
On September 09 2012 18:10 kaokentake wrote:
I believe there SHOULD NOT be any ground army that exists for one race, that has no counter ground army in the opposing race.
[...]
NO 60food GROUND ARMY should be uncounterable by another race (without the answer being "make air units") its just not fair. This game is largely ground army based.


I know you're focusing on HotS... but that statement just doesn't work in WoL.

Show me the Terran ground army that can beat a standard protoss deathball?

Sometimes air IS the answer =/



You just proved me right.

I said, in my OPENING POST, that **PROTOSS** has a 60 food **GROUND ARMY** that **TERRAN CANNOT COUNTER**

this means, with you asking me to **SHOW YOU** a **TERRAN ARMY** that can counter the **PROTOSS DEATHBALL**.... my answer to you is

"UMM.. can you even READ?? I said in my OP that the toss deathball is imbalanced because **THERE IS NO COUNTER**.... i said in my OP that I believe that it is a problem that there is no counter, and i believe there should be a counter"


guess what, there is no ground army zerg has that cannot be countered by a counter-army from the protoss
and there is no ground army protoss has that cannot be countered by a counter-army from the zerg

I feel every non-mirror matchup should be like this. No ground army should be uncounterable by another races counter-ground army.



I challenge anyone to give me a 60 food ground-army from protoss that zerg cannot counter with its own 60food ground army. Heres a hint you cant do it, because every unit in zerg/protoss has its counter on the ground in the other race.

currently, terran has no counter to immortal/collosi based armies because a immortal/collossi based army rapes marines too hard which are the counter to immortals


Let me rephrase; Since this does not occur in WoL, why do you believe all ground armies should have a counter ground army (that could still be countered by army1 by changing the composition)?


because ZvP is balanced around that concept and it seems like a matchup is inherently imbalanced if a race has a uncounterable ground army. No 60food ground army in ZvP is uncounterable on either side

however in PvT, nothing terran has on the ground beats 60food of immortal/collossi
Sovern
Profile Joined March 2011
United States312 Posts
September 09 2012 19:42 GMT
#24
An immortal/collosis based ground army can easily be beaten by a ground army of marine/ghost/thor, the terran just needs to stagger his marine's to lower the effectiveness of the colossus splash damage.
kaokentake
Profile Joined July 2012
383 Posts
September 09 2012 19:51 GMT
#25
On September 10 2012 04:42 Sovern wrote:
An immortal/collosis based ground army can easily be beaten by a ground army of marine/ghost/thor, the terran just needs to stagger his marine's to lower the effectiveness of the colossus splash damage.


i got the unit tester up right now. Ill test it

4 collossi, 9immortals, thats 60food

what combination of 60food of terran should beat that?

i guess terran gets to add in 4 extra marines, because protoss adds in 4 observers to prevent observer snipes/cloaked ghosts

Iranon
Profile Blog Joined March 2010
United States983 Posts
September 09 2012 19:57 GMT
#26
On September 10 2012 04:51 kaokentake wrote:
Show nested quote +
On September 10 2012 04:42 Sovern wrote:
An immortal/collosis based ground army can easily be beaten by a ground army of marine/ghost/thor, the terran just needs to stagger his marine's to lower the effectiveness of the colossus splash damage.


i got the unit tester up right now. Ill test it

4 collossi, 9immortals, thats 60food

what combination of 60food of terran should beat that?

i guess terran gets to add in 4 extra marines, because protoss adds in 4 observers to prevent observer snipes/cloaked ghosts



When would a protoss ever attack with 4 colossi and 9 immortals? Any ground army is going to be about half gateway units...
kaokentake
Profile Joined July 2012
383 Posts
September 09 2012 19:59 GMT
#27
On September 10 2012 04:57 Iranon wrote:
Show nested quote +
On September 10 2012 04:51 kaokentake wrote:
On September 10 2012 04:42 Sovern wrote:
An immortal/collosis based ground army can easily be beaten by a ground army of marine/ghost/thor, the terran just needs to stagger his marine's to lower the effectiveness of the colossus splash damage.


i got the unit tester up right now. Ill test it

4 collossi, 9immortals, thats 60food

what combination of 60food of terran should beat that?

i guess terran gets to add in 4 extra marines, because protoss adds in 4 observers to prevent observer snipes/cloaked ghosts



When would a protoss ever attack with 4 colossi and 9 immortals? Any ground army is going to be about half gateway units...


the point is about unit counters existing. If theres no counter units then those units are inherently overpowered

however, I guess maybe since bio is overpowered against gateways units, maybe its ""fair"" that robo units are overpowered against bio (and also mech)

maybe thats what makes it balanced?

i dunno... i guess since technically the terran does have the option to be aggressive with bio against the weaker gateway forces, while the protoss is building up his robo forces, maybe thats the balance in all of it?

and if thats the case then the warhound screws up that balance
tar
Profile Joined October 2010
Germany991 Posts
Last Edited: 2012-09-09 20:09:41
September 09 2012 20:08 GMT
#28
On September 10 2012 04:37 kaokentake wrote:
Show nested quote +
On September 10 2012 04:34 DusTerr wrote:
On September 10 2012 04:22 kaokentake wrote:
On September 10 2012 03:57 DusTerr wrote:
On September 09 2012 18:10 kaokentake wrote:
I believe there SHOULD NOT be any ground army that exists for one race, that has no counter ground army in the opposing race.
[...]
NO 60food GROUND ARMY should be uncounterable by another race (without the answer being "make air units") its just not fair. This game is largely ground army based.


I know you're focusing on HotS... but that statement just doesn't work in WoL.

Show me the Terran ground army that can beat a standard protoss deathball?

Sometimes air IS the answer =/



You just proved me right.

I said, in my OPENING POST, that **PROTOSS** has a 60 food **GROUND ARMY** that **TERRAN CANNOT COUNTER**

this means, with you asking me to **SHOW YOU** a **TERRAN ARMY** that can counter the **PROTOSS DEATHBALL**.... my answer to you is

"UMM.. can you even READ?? I said in my OP that the toss deathball is imbalanced because **THERE IS NO COUNTER**.... i said in my OP that I believe that it is a problem that there is no counter, and i believe there should be a counter"


guess what, there is no ground army zerg has that cannot be countered by a counter-army from the protoss
and there is no ground army protoss has that cannot be countered by a counter-army from the zerg

I feel every non-mirror matchup should be like this. No ground army should be uncounterable by another races counter-ground army.



I challenge anyone to give me a 60 food ground-army from protoss that zerg cannot counter with its own 60food ground army. Heres a hint you cant do it, because every unit in zerg/protoss has its counter on the ground in the other race.

currently, terran has no counter to immortal/collosi based armies because a immortal/collossi based army rapes marines too hard which are the counter to immortals


Let me rephrase; Since this does not occur in WoL, why do you believe all ground armies should have a counter ground army (that could still be countered by army1 by changing the composition)?


because ZvP is balanced around that concept and it seems like a matchup is inherently imbalanced if a race has a uncounterable ground army. No 60food ground army in ZvP is uncounterable on either side

however in PvT, nothing terran has on the ground beats 60food of immortal/collossi


alright, if u balance a game arround scenarios that are created in a unit tester, u might be right with ur foodwise comparison. But I ask u again, in what situation would a Terran forge a 60 food ground only army and wait for the Toss to build up a 60 food ground only army based on colossi and immos?
Terran could forge a 60 food ground army much faster and at a cheaper cost then toss could build up the type of army u describe. So u have to consider the saved resources and time if u want to talk balance - otherwise ur line of reason is inherently flawed.

whoever I pick for my anti team turns gosu
kaokentake
Profile Joined July 2012
383 Posts
September 10 2012 05:00 GMT
#29
bbump

User was warned for this post
n00b1n8R
Profile Joined November 2011
Australia45 Posts
September 10 2012 05:15 GMT
#30
On September 09 2012 18:10 kaokentake wrote:
Just tested it in the unit tester.

At 3-3-3 upgrades and 100food army, theres ZERO ground units in the terran race that can a-move a 100food immortal army and beat it with 100food. Even 3-3 marines with stim/shields lose.


So you're saying that a Terran army costing 5000 minerals (plus 200/200 in upgrades) can't beat a Protoss army costing 6250 minerals and 2500 gas? Wow, I wonder why mass immortals haven't overtaken the TvP metagame???
kaokentake
Profile Joined July 2012
383 Posts
September 10 2012 05:43 GMT
#31
On September 10 2012 14:15 n00b1n8R wrote:
Show nested quote +
On September 09 2012 18:10 kaokentake wrote:
Just tested it in the unit tester.

At 3-3-3 upgrades and 100food army, theres ZERO ground units in the terran race that can a-move a 100food immortal army and beat it with 100food. Even 3-3 marines with stim/shields lose.


So you're saying that a Terran army costing 5000 minerals (plus 200/200 in upgrades) can't beat a Protoss army costing 6250 minerals and 2500 gas? Wow, I wonder why mass immortals haven't overtaken the TvP metagame???



the thing is, no terran unit beats immortals

now, blizzard will make 2 warhounds (300/150/4) beat 1immortal (250/100/4) however the problem is warhounds COMPLETELY RAPE immortals

I believe warhounds should "lightly counter" immortals, instead of completely raping them. Giving mech a superiority unit that can contest immortals, but not zealots, so zealots would still be strong, and possibly bring carriers back to contest mech, and reduce warhound speed to thor speed while your at it (shouldnt be able to kite zealots)
Fairwell
Profile Joined July 2011
Austria195 Posts
September 10 2012 14:35 GMT
#32
On September 09 2012 18:10 kaokentake wrote:
but in TvP, there is no balanced state on the ground. Immortals A-moved beat every terran unit

so i can UNDERSTAND what blizzards trying to do with the warhound. Blizzard wants ONE terran unit that will beat the immortal when a-moved in even food amounts. Thats why the warhound is designed with missiles that autocast and go through hardened shields.


I don't really understand your point. Could you explain this in detail please?

First of all I don't see how immortals can a-move beat every terran unit (marines hello? :-)) And secondly immortals are not even used all that much in a regular tvp outside of certain timings (i.e. immortal allins/timing pushes, terran going actually mech in WoL, holding a 1-1-1 allin after protoss fe (rather being that when you get allined you have to use all your production facilities to make as many units as possible to hold this allin, because there would actually be way better units vs this unit composition like phoenix, hts, colossi however when you get allined you usually don't have the time to get the necessary tech up or it's too costly to add all this tech for just one single unit when the terran allin hits), early game defence when the unit count is still low and robotics bay not ready yet).

In the later stages of the game (terran being at 3base+) and some ghosts always out on the field the immortal is just not really used at all any more (even before not as good as chargelots etc most of the time).

So basically the immortal does exactly what it should be doing. It's a unit specialised to do really well vs certain units/compositions and is just pretty bad in other situations.

Now it happens that the warhound is just a unit performs well vs all kinds of unit compositions (with its current stats even too strong but the beta has just started ... so their stats will be fixed if necessary later on) and at the same time the immortal (without adding other units into the mix like ghosts) should therefore be countered by the immortal (that's what the immortal should be able to do, nobody makes immortals against banshees, marines etc ...). So from the unit design the immortal should beat the warhound in cost/supply but obviously the terran player should be able to rape immortals if he adds other things (like emps, marines etc). But now that the warhound performs way better than the immortal in supply/cost efficiency when facing each other and is even way faster/more range etc ... this is the thing nobody really gets.

The reason why the strike canon on the thor got nerfed a while ago (Thorzain showcasting the usage of strike canon + vehicle armor upgrades vs protoss in some big tournament on XNC which made Blizzard to check this out in more detail) was not that strike canon as a skill was too powerful. The reason it got nerfed so damn hard was that for the cost in regards to the hp/dps the thor does really really well vs all kinds of protoss armies but now with the strike canon a mass thor army was able to deal with units that were supposed to counter the thor (immortals ...) all by themselves. So there was no need to add other units for the terran player and use unit compositions correctly any more which makes the game really dumb (which David Kim stated: Blizzard doesn't want to see only one unit being massed regardless what the opponent is doing) and the protoss player also had no chance of avoiding/shutting down the strike canon by using spells/positional advantage etc since strike canon was range9 and immortals shoot at range 6.

According to your logic the warhound should beat the immortal now (without any other unit added to the mix) in the unit tester. I can't seem to follow your logic and I'm eager to hear your pov why this should make sense.
kaokentake
Profile Joined July 2012
383 Posts
September 10 2012 16:17 GMT
#33
On September 10 2012 23:35 Fairwell wrote:
Show nested quote +
On September 09 2012 18:10 kaokentake wrote:
but in TvP, there is no balanced state on the ground. Immortals A-moved beat every terran unit

so i can UNDERSTAND what blizzards trying to do with the warhound. Blizzard wants ONE terran unit that will beat the immortal when a-moved in even food amounts. Thats why the warhound is designed with missiles that autocast and go through hardened shields.


I don't really understand your point. Could you explain this in detail please?

First of all I don't see how immortals can a-move beat every terran unit (marines hello? :-)) And secondly immortals are not even used all that much in a regular tvp outside of certain timings (i.e. immortal allins/timing pushes, terran going actually mech in WoL, holding a 1-1-1 allin after protoss fe (rather being that when you get allined you have to use all your production facilities to make as many units as possible to hold this allin, because there would actually be way better units vs this unit composition like phoenix, hts, colossi however when you get allined you usually don't have the time to get the necessary tech up or it's too costly to add all this tech for just one single unit when the terran allin hits), early game defence when the unit count is still low and robotics bay not ready yet).

In the later stages of the game (terran being at 3base+) and some ghosts always out on the field the immortal is just not really used at all any more (even before not as good as chargelots etc most of the time).

So basically the immortal does exactly what it should be doing. It's a unit specialised to do really well vs certain units/compositions and is just pretty bad in other situations.

Now it happens that the warhound is just a unit performs well vs all kinds of unit compositions (with its current stats even too strong but the beta has just started ... so their stats will be fixed if necessary later on) and at the same time the immortal (without adding other units into the mix like ghosts) should therefore be countered by the immortal (that's what the immortal should be able to do, nobody makes immortals against banshees, marines etc ...). So from the unit design the immortal should beat the warhound in cost/supply but obviously the terran player should be able to rape immortals if he adds other things (like emps, marines etc). But now that the warhound performs way better than the immortal in supply/cost efficiency when facing each other and is even way faster/more range etc ... this is the thing nobody really gets.

The reason why the strike canon on the thor got nerfed a while ago (Thorzain showcasting the usage of strike canon + vehicle armor upgrades vs protoss in some big tournament on XNC which made Blizzard to check this out in more detail) was not that strike canon as a skill was too powerful. The reason it got nerfed so damn hard was that for the cost in regards to the hp/dps the thor does really really well vs all kinds of protoss armies but now with the strike canon a mass thor army was able to deal with units that were supposed to counter the thor (immortals ...) all by themselves. So there was no need to add other units for the terran player and use unit compositions correctly any more which makes the game really dumb (which David Kim stated: Blizzard doesn't want to see only one unit being massed regardless what the opponent is doing) and the protoss player also had no chance of avoiding/shutting down the strike canon by using spells/positional advantage etc since strike canon was range9 and immortals shoot at range 6.

According to your logic the warhound should beat the immortal now (without any other unit added to the mix) in the unit tester. I can't seem to follow your logic and I'm eager to hear your pov why this should make sense.


in pro games where terrans tried mech it was shut down handily by immortals

protoss spend money on collossi instead of immortals in MOST pvt games, because collossi counter bio even harder than immortals (but immortals counter mech harder than collossi)

right now warhounds OBLITERATE immortals in the unit tester in even food amounts. I believe thats wrong. I said in my OP I think it will be balanced if warhounds "lightly counter" immortals, instead of obliterating them.

This way, if warhounds "lightly counter" immortals, then zealots should be strong against warhounds because zealots beat immortals but are immune to warhounds missiles.

This would give terran a unit they need to complete mech, a unit that actually fights the immortal but is bad against zealots. Warhound speed should be reduced to thor speed as well so its slow like mech and cant kite zealots.
BronzeKnee
Profile Joined March 2011
United States5224 Posts
Last Edited: 2012-09-10 17:58:10
September 10 2012 17:57 GMT
#34
On September 09 2012 18:10 kaokentake wrote:


At 3-3-3 upgrades and 100food army, theres ZERO ground units in the terran race that can a-move a 100food immortal army and beat it with 100food. Even 3-3 marines with stim/shields lose.

I can see a point that its unfair for one unit to not have a counter-unit in another race.


This test reveals nothing. Marines would be mixed with Marauders, and have Medivacs supporting. I'm pretty sure a 100 food army of MMM balanced correctly with Stimpack used, would beat Immortals. Mix in a couple of Ghosts, and it becomes a cake walk.

Of course, if your just blindly sending units to their death A-move style, then forget it. But that isn't realistic at all.
tar
Profile Joined October 2010
Germany991 Posts
September 10 2012 18:26 GMT
#35
On September 11 2012 02:57 BronzeKnee wrote:
Show nested quote +
On September 09 2012 18:10 kaokentake wrote:


At 3-3-3 upgrades and 100food army, theres ZERO ground units in the terran race that can a-move a 100food immortal army and beat it with 100food. Even 3-3 marines with stim/shields lose.

I can see a point that its unfair for one unit to not have a counter-unit in another race.


This test reveals nothing. Marines would be mixed with Marauders, and have Medivacs supporting. I'm pretty sure a 100 food army of MMM balanced correctly with Stimpack used, would beat Immortals. Mix in a couple of Ghosts, and it becomes a cake walk.

Of course, if your just blindly sending units to their death A-move style, then forget it. But that isn't realistic at all.



yeah but OP's reasoning apparently evolves around the idea that medivacs are air units and therefore not legit in a ground army balance discussion :D
whoever I pick for my anti team turns gosu
Fluffboll
Profile Joined May 2011
Sweden516 Posts
September 10 2012 18:38 GMT
#36
Orbs post about the Warhound is one of the better posts I've read on a forum, this however is so full of stupid it's almost amusing.

So in a situation that will never ever ever ever ever occur in a real game one unit beats another unit when massed to a stupid number and idiotic restrictions are applied to the conditions of the engagement. Well that means nothing at all, it isn't a real scenario so any discussion about this is pointless even for theorycrafting.
You need to construct additional pylons.
kaokentake
Profile Joined July 2012
383 Posts
Last Edited: 2012-09-10 18:59:21
September 10 2012 18:38 GMT
#37
On September 11 2012 03:26 tar wrote:
Show nested quote +
On September 11 2012 02:57 BronzeKnee wrote:
On September 09 2012 18:10 kaokentake wrote:


At 3-3-3 upgrades and 100food army, theres ZERO ground units in the terran race that can a-move a 100food immortal army and beat it with 100food. Even 3-3 marines with stim/shields lose.

I can see a point that its unfair for one unit to not have a counter-unit in another race.


This test reveals nothing. Marines would be mixed with Marauders, and have Medivacs supporting. I'm pretty sure a 100 food army of MMM balanced correctly with Stimpack used, would beat Immortals. Mix in a couple of Ghosts, and it becomes a cake walk.

Of course, if your just blindly sending units to their death A-move style, then forget it. But that isn't realistic at all.



yeah but OP's reasoning apparently evolves around the idea that medivacs are air units and therefore not legit in a ground army balance discussion :D


i dont think the medivacs would change much because 3-3-3 immortals kill in the same number of shots even if full hp

emp would let the terran win but then theres storm for toss.


ill try 5 medivacs 50marines 20marauders in the tester right now


the test was interesting

5 medivacs, 50marines, 20marauders got completely owned by 100food immortals. but thats only at max upgrades. immortals get stronger than marines when both are upgraded.

marines beat them before upgrades are in play. and its very hard for protoss to get 3-3-3, and marines probably win when immortals are only 3-3 (before shield upgrades)

however, with only 13 more food, 55 marines, 24 marauders, 5 medivacs, the terran army COMPLETELY SHREDS the immortals and has 30 food remaining. This is at max upgrades. before max upgrades the terran wins with 55+ food remaining because immortals dont 2shot marines until upgrades are maxed.

I think this is a big deal because terran has mules allowing terran to easily be 13 or more army supply ahead of the protoss at all times. Because mules allow the terran to live with 40 SCV's lategame while protoss NEEDS 60+ to be competitive

Also, the army was pure immortals. Throw in some gateway and the protoss loses extremely hard

So i guess immortals arent as big of a problem vs bio as i sort of implied. Bio does shred immortals given these details, and obviously every protoss wants to use 100% of their robo production on collossi instead of immortals because collossi are much better against bio

So I admit my details were a bit misleading. The terran wins if hes 13food up which he pretty much should always be. But thats when going bio he wins. When going mech blizzard probably still thought immortals were too strong against mech
Fairwell
Profile Joined July 2011
Austria195 Posts
September 10 2012 18:52 GMT
#38
On September 11 2012 01:17 kaokentake wrote:
in pro games where terrans tried mech it was shut down handily by immortals

protoss spend money on collossi instead of immortals in MOST pvt games, because collossi counter bio even harder than immortals (but immortals counter mech harder than collossi)

right now warhounds OBLITERATE immortals in the unit tester in even food amounts. I believe thats wrong. I said in my OP I think it will be balanced if warhounds "lightly counter" immortals, instead of obliterating them.

This way, if warhounds "lightly counter" immortals, then zealots should be strong against warhounds because zealots beat immortals but are immune to warhounds missiles.

This would give terran a unit they need to complete mech, a unit that actually fights the immortal but is bad against zealots. Warhound speed should be reduced to thor speed as well so its slow like mech and cant kite zealots.


By "lightly counter" are you actually talking about warhounds still countering immortals but not as hard as it is now (cause that's how I did understand your initial post) or do you mean that immortals should be more cost/supply efficient in a straight up only immortal vs warhound battle (which should never happen but just for the sake of comparing the unit counters in theory)?

If it's the first one then I missunderstood you and I'm totally on your side (balance wise) but nevertheless the warhound would still have a pretty dumb unit design. If it's the latter then I'm a bit clueless as to why it should be this way.
kaokentake
Profile Joined July 2012
383 Posts
Last Edited: 2012-09-10 18:57:59
September 10 2012 18:56 GMT
#39
On September 11 2012 03:52 Fairwell wrote:
Show nested quote +
On September 11 2012 01:17 kaokentake wrote:
in pro games where terrans tried mech it was shut down handily by immortals

protoss spend money on collossi instead of immortals in MOST pvt games, because collossi counter bio even harder than immortals (but immortals counter mech harder than collossi)

right now warhounds OBLITERATE immortals in the unit tester in even food amounts. I believe thats wrong. I said in my OP I think it will be balanced if warhounds "lightly counter" immortals, instead of obliterating them.

This way, if warhounds "lightly counter" immortals, then zealots should be strong against warhounds because zealots beat immortals but are immune to warhounds missiles.

This would give terran a unit they need to complete mech, a unit that actually fights the immortal but is bad against zealots. Warhound speed should be reduced to thor speed as well so its slow like mech and cant kite zealots.


By "lightly counter" are you actually talking about warhounds still countering immortals but not as hard as it is now (cause that's how I did understand your initial post) or do you mean that immortals should be more cost/supply efficient in a straight up only immortal vs warhound battle (which should never happen but just for the sake of comparing the unit counters in theory)?

If it's the first one then I missunderstood you and I'm totally on your side (balance wise) but nevertheless the warhound would still have a pretty dumb unit design. If it's the latter then I'm a bit clueless as to why it should be this way.


I think immortals should be unchanged, and warhounds should keep being nerfed until they "lightly counter" immortals and "lose" to zealots

I believe 10 immortals vs 20 warhounds, the warhounds should win the battle with about 3-4 warhounds remaining. That seems balanced to me. Keep nerfing the warhounds ground attack (but keep the missiles the same) until that scenario happens. then nerf warhound movement speed to thor speed so they cant kite immortals

so warhounds would lightly win against immortals, but would lose to zealots because zealots are immune to the missiles
aaycumi
Profile Joined March 2011
England265 Posts
September 10 2012 18:58 GMT
#40
OP missed the point in the first sentenance, Immortals beat Marines @ 3-3 @100 food. Stopped reading there.
If you have the economy to go mass Immortals, etc. more power to you but I'd rather be making Colossus. And, may be something else as well, besides Warhounds' do beat them because of two attacks, and Thors and Tanks don't because Mech high DPS.

Make what you want to say without the imbalance crap and I'll read more. I wouldn't take this thread more seriously than that.
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