• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:43
CEST 16:43
KST 23:43
  • 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
TL.net Map Contest #22 - Voting & Ladder Map Selection3Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
[BSL22] Non-Korean Championship from 13 to 28 June0Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
My starcraft 2 changes StarCraft II 5.0.16 PTR Patch Notes may 26th The Death of Cheese: From a Professional Cheeser TL.net Map Contest #22 - Voting & Ladder Map Selection Oliveira Would Have Returned If EWC Continued
Tourneys
Maestros of The Game 2 announcement and schedule ! Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 528 Infection Detected Welcome to the External Content forum Mutation # 527 Hell Train
Brood War
General
14k games analyzed: Cross Spawn Nexus first good? Tesagi Viewer - A new era of replay watching FlaSh's ASL S21 Finals Review BGH Auto Balance -> http://bghmmr.eu/ VPN experiences
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Warcraft III: The Frozen Throne Nintendo Switch Thread ZeroSpace Megathread
Dota 2
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 Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread How cold is too cold to be outdoors? Dating: How's your luck? Trading/Investing Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4335 users

LotV Balance Update Preview - April 27 - Page 6

Forum Index > Legacy of the Void
335 CommentsPost a Reply
Prev 1 4 5 6 7 8 17 Next All
TheDwf
Profile Joined November 2011
France19747 Posts
April 27 2015 20:38 GMT
#101
On April 28 2015 05:33 royalroadweed wrote:
Show nested quote +
On April 28 2015 05:27 FrostedMiniWheats wrote:
On April 28 2015 05:15 Grumbels wrote:
Blizzard should have the energize pylons from Starbow for protoss, which makes them shield batteries. Instantly fixes all protoss defensive issues (maybe). And chronoboost on photon cannons, but with removal of photon overcharge. And keep the warpgate nerf.


The first idea is cool.

The second idea sounds devastating with cannon rushes.

Why not just scale the immortal down and move it to gateway?

O_O. Never in a million years would I have imagined a zerg suggesting warp in immortals.

The idea is to make the Immortal act like the Dragoon that the Protoss race desperately needs (the Adept is bound to become a fiasco). It's indeed incompatible with Warpgate at Core tech + 120-160s, but it's more than time to delay Warpgate until at least the beginning of midgame. (Ideally, Protoss players should have the decision to play with or without.)
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
Last Edited: 2015-04-27 20:39:48
April 27 2015 20:38 GMT
#102
On April 28 2015 05:33 royalroadweed wrote:
Show nested quote +
On April 28 2015 05:27 FrostedMiniWheats wrote:
On April 28 2015 05:15 Grumbels wrote:
Blizzard should have the energize pylons from Starbow for protoss, which makes them shield batteries. Instantly fixes all protoss defensive issues (maybe). And chronoboost on photon cannons, but with removal of photon overcharge. And keep the warpgate nerf.


The first idea is cool.

The second idea sounds devastating with cannon rushes.

Why not just scale the immortal down and move it to gateway?

O_O. Never in a million years would I have imagined a zerg suggesting warp in immortals.


Well...I also support bringing the hydra down to hatch tech with similarly nerfed stats xD

But really, maybe a potential idea for warp gate is only being able to warp in certain units.

Zealot, Stalkers, DTs, and Adepts can be warped in, but everything can be produced from gateways.

Immortals, HTs, and sentries have to traverse the map or be transported via a warp prism. Additonally, if HTs were only from gateways maybe they could bring back Khaydarin Amulet to compensate.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2015-04-27 20:40:16
April 27 2015 20:40 GMT
#103
On April 28 2015 03:25 Clbull wrote:

Those are some of my thoughts on this. I still hate Disruptors and I'm convinced in their current form they are way too powerful in PvZ, hopefully the nerfs to the Ravagers help stabilize the match up more so that more games actually go far enough for Protoss to use them so everyone else can see what I'm seeing.


I actually hate the Disruptor balance too. It fits a campaign unit, but right now it's simply too hardcountering.

Disruptor is designed to 1-shot things, and it's like 50% like a baneling. Get a good hit or shit, since it becomes very exposed after firing, so it has to be balanced on big damage or it wouldn't be built at all.

I think that the Disruptor should become some kind of baneling (relatively disposeable) without hardcountering too much ground units, or be fused with the Reaver Design. We could combine Reaver design (building expensive projectiles) with the micro aspect of the disruptor, which is quite nice, and get a unit that doesn't 1-shot things because otherwise it would be unplayable since it would get cost innefficent.

The micro concept is really good, but not at "terrible terrible damage/ high risk and cost/ money shot" design.

I think that by combining the micro design of Disruptors, with the "ammo builder" at cost concept of the Reaver, we could get some improved design, some kind of "baneling launcher" that would be close to the Reaver but with full micro control, and far easier to balance.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
April 27 2015 20:40 GMT
#104
On April 28 2015 05:29 BaNishedTemplar wrote:
David Kim just posted this on reddit

"Sorry guys. We just wanted to share every detail as soon as we can, so this part came across a bit confusing. Just to clarify a bit more:

We've tried so many various units and buildings, but it's looking like the Terran flying unit is the most solid option.

We're pretty sure that we'll go with the new Starport unit.

It will be a AA unit against masses of air units. It will have a more limited use vs. ground for when there are no air targets remaining.

What types of damage it will do, and how it'll interact with ground are things we're exploring at the moment.

We'll definitely keep everyone posted as we know more."

Source: http://www.reddit.com/r/starcraft/comments/3420ez/legacy_of_the_void_beta_balance_update_preview/


It's funny how Blizzard wants to share meaningless details about rejected unit designs that honestly just make them look like they don't know what they're doing. My university professor told me this: when you write a report don't turn it into a travel blog about all the different paths you took to get to the destination.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
TheDwf
Profile Joined November 2011
France19747 Posts
April 27 2015 20:40 GMT
#105
On April 28 2015 05:38 Bazik wrote:
So now will be going form a few ravagers each game to 0 against most a a couple maybe vs Protoss, talking about bad changes, now it really feels like a true Zerg unit, extremely overpriced, while not adding anything in most situations.

If you want individually better units, reduce the amount of larvae available. Other races will have to follow the movement and the game will only be better at the end.
Hider
Profile Blog Joined May 2010
Denmark9438 Posts
Last Edited: 2015-04-27 20:44:44
April 27 2015 20:41 GMT
#106
Why not just scale the immortal down and move it to gateway?


Or reduce Robotics cost (and perhaps - if needed - increase Robo Bay cost to make tier 3 cost unchanged) --> Similar effect as you can get 2-3 Robotics in the early part of the midgame --> Immortals can now be produced easier and you avoid the whole extra complication of needing seperate hotkeys for some of your Gateways.

I actually hate the Disruptor balance too. It fits a campaign unit, but right now it's simply too hardcountering.




Disruptor = The opposite of a hardcounter as it comes down to micro.
TurboMaN
Profile Joined October 2005
Germany925 Posts
April 27 2015 20:47 GMT
#107
On April 28 2015 05:40 Grumbels wrote:
Show nested quote +
On April 28 2015 05:29 BaNishedTemplar wrote:
David Kim just posted this on reddit

"Sorry guys. We just wanted to share every detail as soon as we can, so this part came across a bit confusing. Just to clarify a bit more:

We've tried so many various units and buildings, but it's looking like the Terran flying unit is the most solid option.

We're pretty sure that we'll go with the new Starport unit.

It will be a AA unit against masses of air units. It will have a more limited use vs. ground for when there are no air targets remaining.

What types of damage it will do, and how it'll interact with ground are things we're exploring at the moment.

We'll definitely keep everyone posted as we know more."

Source: http://www.reddit.com/r/starcraft/comments/3420ez/legacy_of_the_void_beta_balance_update_preview/


It's funny how Blizzard wants to share meaningless details about rejected unit designs that honestly just make them look like they don't know what they're doing. My university professor told me this: when you write a report don't turn it into a travel blog about all the different paths you took to get to the destination.


I dont get what Blizz and DK are going to accomplish with this new flying AA unit...
People only mass air units in TvZ and there we got widow mines and the Thor.
We don't need another AA unit. We need a well designed unit with new mechanics.
TheDwf
Profile Joined November 2011
France19747 Posts
April 27 2015 20:49 GMT
#108
On April 28 2015 05:47 TurboMaN wrote:
Show nested quote +
On April 28 2015 05:40 Grumbels wrote:
On April 28 2015 05:29 BaNishedTemplar wrote:
David Kim just posted this on reddit

"Sorry guys. We just wanted to share every detail as soon as we can, so this part came across a bit confusing. Just to clarify a bit more:

We've tried so many various units and buildings, but it's looking like the Terran flying unit is the most solid option.

We're pretty sure that we'll go with the new Starport unit.

It will be a AA unit against masses of air units. It will have a more limited use vs. ground for when there are no air targets remaining.

What types of damage it will do, and how it'll interact with ground are things we're exploring at the moment.

We'll definitely keep everyone posted as we know more."

Source: http://www.reddit.com/r/starcraft/comments/3420ez/legacy_of_the_void_beta_balance_update_preview/


It's funny how Blizzard wants to share meaningless details about rejected unit designs that honestly just make them look like they don't know what they're doing. My university professor told me this: when you write a report don't turn it into a travel blog about all the different paths you took to get to the destination.


I dont get what Blizz and DK are going to accomplish with this new flying AA unit...

(1) Pick an arbitrary rule: “add two units per race”.
(2) Realize the race has no need/room for such a thing.
(3) Apply anyway.
Ramiz1989
Profile Joined July 2012
12124 Posts
April 27 2015 20:51 GMT
#109
On April 28 2015 05:41 Hider wrote:
Disruptor = The opposite of a hardcounter as it comes down to micro.

No, not really because it is faster than a lot of ground units when purification nova is activated and you simply can't split fast enough. Or when few Disruptors charges into you together with 120+ Supply of Protoss army and you are trying to split your units because Disruptors will kill them all if you don't, and while you are doing that Protoss death ball is wiping the floor with you.

The whole "I am doing massive AoE damage while being faster than your units and being immune to everything" is horrendous design.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
BaronVonOwn
Profile Joined April 2011
299 Posts
Last Edited: 2015-04-27 20:53:13
April 27 2015 20:51 GMT
#110
On April 28 2015 05:15 Grumbels wrote:
Blizzard should have the energize pylons from Starbow for protoss, which makes them shield batteries. Instantly fixes all protoss defensive issues (maybe). And chronoboost on photon cannons, but with removal of photon overcharge. And keep the warpgate nerf.

You know, one thought I had was to give sentries a shield battery ability. Balancing would be required, but I think it would fix the issues with gateway units. It would be like a medic for protoss.
ejozl
Profile Joined October 2010
Denmark3497 Posts
April 27 2015 20:56 GMT
#111
I think any support unit should not be given to Protoss, it promotes death balling even further.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
April 27 2015 20:59 GMT
#112
new terran aa unit like the valkyrie? suck it mutas
savior did nothing wrong
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
Last Edited: 2015-04-27 21:07:05
April 27 2015 21:04 GMT
#113
On April 28 2015 05:49 TheDwf wrote:
Show nested quote +
On April 28 2015 05:47 TurboMaN wrote:
On April 28 2015 05:40 Grumbels wrote:
On April 28 2015 05:29 BaNishedTemplar wrote:
David Kim just posted this on reddit

"Sorry guys. We just wanted to share every detail as soon as we can, so this part came across a bit confusing. Just to clarify a bit more:

We've tried so many various units and buildings, but it's looking like the Terran flying unit is the most solid option.

We're pretty sure that we'll go with the new Starport unit.

It will be a AA unit against masses of air units. It will have a more limited use vs. ground for when there are no air targets remaining.

What types of damage it will do, and how it'll interact with ground are things we're exploring at the moment.

We'll definitely keep everyone posted as we know more."

Source: http://www.reddit.com/r/starcraft/comments/3420ez/legacy_of_the_void_beta_balance_update_preview/


It's funny how Blizzard wants to share meaningless details about rejected unit designs that honestly just make them look like they don't know what they're doing. My university professor told me this: when you write a report don't turn it into a travel blog about all the different paths you took to get to the destination.


I dont get what Blizz and DK are going to accomplish with this new flying AA unit...

(1) Pick an arbitrary rule: “add two units per race”.
(2) Realize the race has no need/room for such a thing.
(3) Apply anyway.

Because it's a marketing tool. New expansion new units is a lot more attractive to the general public then fixed units. Look how much they are trying to find a place for the stupid SH instead of removing it.

EDIT: just look at the cluster fuck that is the factory. Hellion, Hellbats, Mines, Cyclones, doing the same thing that only one unit was able to do in BW. They have no concept of elegance and depth when making units.
Head Coach Park: "They should buff tanks!"
Big J
Profile Joined March 2011
Austria16289 Posts
April 27 2015 21:08 GMT
#114
Typical beta patch. They know which areas to target, they have no clue how to target them and half of what they are doing is making things worse.
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2015-04-27 21:20:49
April 27 2015 21:09 GMT
#115
On April 28 2015 05:38 FrostedMiniWheats wrote:
Show nested quote +
On April 28 2015 05:33 royalroadweed wrote:
On April 28 2015 05:27 FrostedMiniWheats wrote:
On April 28 2015 05:15 Grumbels wrote:
Blizzard should have the energize pylons from Starbow for protoss, which makes them shield batteries. Instantly fixes all protoss defensive issues (maybe). And chronoboost on photon cannons, but with removal of photon overcharge. And keep the warpgate nerf.


The first idea is cool.

The second idea sounds devastating with cannon rushes.

Why not just scale the immortal down and move it to gateway?

O_O. Never in a million years would I have imagined a zerg suggesting warp in immortals.


Well...I also support bringing the hydra down to hatch tech with similarly nerfed stats xD

But really, maybe a potential idea for warp gate is only being able to warp in certain units.

Zealot, Stalkers, DTs, and Adepts can be warped in, but everything can be produced from gateways.

Immortals, HTs, and sentries have to traverse the map or be transported via a warp prism. Additonally, if HTs were only from gateways maybe they could bring back Khaydarin Amulet to compensate.



Well, IMAO there are few things to get done with design, specially design of intended Core units.

Adept needs to be a decent fighter, not a shit that spends almost 5 s to kill a Zergling or almost 7s (in HotS time values) to kill a marine with shields. DPS isn't all. Instead of balancing it to be a clunky infantry that moves slow, shots as slow as a siege unit and is a meatshield better than Zealots, I'd rebalance it much more like a Marauder.
Old HP values, relatively high DPS output, mid-short weapon cooldown, and with 5 range and more mobile. Infantry.
For example, a 10+8vs light with 1.5 CD it would be only 20% better in terms of DPS, but would kill Zerglings and Marines 50% faster (always 2-shot zerglings and 3 shot marines no matter if combat shields is reasearched, except if armor upgrades are rushed).
That would make the unit much more core, and then we could focus in the dedicated upgrade for it.

Immortals IMAO are quite well positioned in Robo. They were simply too "heroic" as they were extremely efficient hardcounters with their old passive. Right now, it would make sense to have them a bit tuned down in damage, slightly reworked and get a big cost reduction, moving to 150/100 or 200/100 at max with reduced build time, and bring back the alpha range upgrade (range up to 7). Immos would feel really strong, being a ground supperiority fighter, and possibly used as core army. Maybe it's time to have a very cost efficient unit by itself with general use. Dragoons were quite decent all-around units. Stalkers are also quite all-around, extremely mobile and micro dependant, but struggle in terms of DPS.
Immortals could take that old Dragoon role and empower it, acting as strong DPS and being relatively masseable.

I also think that Hydras are placed in a correct tech level, since early game they would be very destructive, specially vs protoss, and early Lair lurker timings could be devastating. Their problem is that they get outclassed very easily.
Too strong to be Hatch, decent at early lair timing, pure shit after few minutes.Hydras are still shit after 5 years. They are balanced to be early/early-midgame units, but get trashed in the lategame by AoE damage or abilities to zone them out since they aren't cost efficient by themselves as the game moves on, and have no fancy micro to revamp them like Stalkers or have efficiency upgrades like marines or marauders.
IMAO, the Hydralisk problem is solved by giving them 6 as default range, and providing them a good upgrade to keep them usable in the later game, like an HP buff or Frienzy. Campaign upgrades are a good reference. Hydraliks needs upgrades to give them more later utility, specially considering that any kind of efficient infantry (Bio, Adepts) and any form of AoE damage trashes them since they are very fragile and relatively slow.

On April 28 2015 06:04 Sapphire.lux wrote:

EDIT: just look at the cluster fuck that is the factory. Hellion, Hellbats, Mines, Cyclones, doing the same thing that only one unit was able to do in BW. They have no concept of elegance and depth when making units.


We'll, I'd say that Hellion/Hellbat and Widow mines actually split the roles of Firebats and Vultures, so that makes 2 units, and reworks a bit their roles, since Widow Mines can target air. So it's 3 units reworking the role of 2.

Cyclone has nothing to do with Vultures BTW. It's a tanky, kiting unit, that allows you to deal sustained DPS without getting in range of most units and very strong vs all kind of units, flyiers and ground ones, which is the opposite of Vulture's attack. The only thing they have in common is that they are relatively mobile and reward micro-intensive plays.
MrMatt
Profile Joined August 2010
Canada225 Posts
April 27 2015 21:09 GMT
#116
They should make cyclone have a zone of attack. If you can micro closer or further than that area it loses its lock on.
JCoto
Profile Joined October 2014
Spain574 Posts
April 27 2015 21:13 GMT
#117
On April 28 2015 06:09 MrMatt wrote:
They should make cyclone have a zone of attack. If you can micro closer or further than that area it loses its lock on.


It is already that way.
WhenRaxFly
Profile Joined April 2015
45 Posts
April 27 2015 21:20 GMT
#118
Yes Terran needs an air based AOE unit that can be micro'd against phoenix and muta. Phoenix has a speed of 4.25, mutalisk has a speed of 4, viking has a speed of 2.75 (lol). The viking is a terribly designed unit and should just be replaced.

The Thor anti air should be removed. Instead of having to upgrade an air attack for cyclone (this would be like making mutalisk require an upgrade to shoot ground units, it's just dumb), just get rid of locking on air units and replace with a decent single target air attack, which requires the cyclone to be stationary, so cyclones have to be stutter stepped to shoot air.

Mech and air upgrade should probably be split, best to keep combined armor for mech and air, but split air attack and mech attack.

Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2015-04-27 21:23:11
April 27 2015 21:20 GMT
#119
On April 28 2015 06:09 JCoto wrote:
Show nested quote +
On April 28 2015 05:38 FrostedMiniWheats wrote:
On April 28 2015 05:33 royalroadweed wrote:
On April 28 2015 05:27 FrostedMiniWheats wrote:
On April 28 2015 05:15 Grumbels wrote:
Blizzard should have the energize pylons from Starbow for protoss, which makes them shield batteries. Instantly fixes all protoss defensive issues (maybe). And chronoboost on photon cannons, but with removal of photon overcharge. And keep the warpgate nerf.


The first idea is cool.

The second idea sounds devastating with cannon rushes.

Why not just scale the immortal down and move it to gateway?

O_O. Never in a million years would I have imagined a zerg suggesting warp in immortals.


Well...I also support bringing the hydra down to hatch tech with similarly nerfed stats xD

But really, maybe a potential idea for warp gate is only being able to warp in certain units.

Zealot, Stalkers, DTs, and Adepts can be warped in, but everything can be produced from gateways.

Immortals, HTs, and sentries have to traverse the map or be transported via a warp prism. Additonally, if HTs were only from gateways maybe they could bring back Khaydarin Amulet to compensate.

Immortals IMAO are quite well positioned in Robo. They were simply too "heroic" as they were extremely efficient hardcounters with their old passive. Right now, it would make sense to have them a bit tuned down in damage, slightly reworked and get a big cost reduction, moving to 150/100 or 200/100 at max with reduced build time, and bring back the alpha range upgrade (range up to 7). Immos would feel really strong, being a ground supperiority fighter, and possibly used as core army. Maybe it's time to have a very cost efficient unit by itself with general use. Dragoons were quite decent all-around units. Stalkers are also quite all-around, extremely mobile and micro dependant, but struggle in terms of DPS.
Immortals could take that old Dragoon role and empower it, acting as strong DPS and being relatively masseable.

OneGoal's interpretation of a warpgate Immortal was executed quite well, if not perhaps even a bit underpowered. They swapped it with the Sentry going to Robotics Facility and buffed the Sentry's shields, so that FFs were rarely available en masse, but Sentries were also slightly less squishy and vulnerable to getting summarily executed in a quick surround. I think the Immortal was 150/100, with 100/250 shields and health, and had an attack that did 15 + 10 armored, and hardened shields was removed. Personally, I'd probably nudge it up just a teeny bit in both cost and armor bonus, just to reinforce its role as a high-damage output unit. I'm thinking 175/100 cost, the same shields and healthy, and a attack of 15 + 15 armored, and then keep its new barrier ability from LotV. The Sentry could maybe go up to 60/60 shields and health if it was restricted to being produced one by one from the robo.

On April 28 2015 05:59 EleanorRIgby wrote:
new terran aa unit like the valkyrie? suck it mutas

Actually, the last developers' statement on it made it sound more like a Terran corsair with a toggled non-splash siege mode.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
CometNine
Profile Joined March 2012
New Zealand87 Posts
April 27 2015 21:22 GMT
#120
On April 28 2015 05:49 TheDwf wrote:
Show nested quote +
On April 28 2015 05:47 TurboMaN wrote:
On April 28 2015 05:40 Grumbels wrote:
On April 28 2015 05:29 BaNishedTemplar wrote:
David Kim just posted this on reddit

"Sorry guys. We just wanted to share every detail as soon as we can, so this part came across a bit confusing. Just to clarify a bit more:

We've tried so many various units and buildings, but it's looking like the Terran flying unit is the most solid option.

We're pretty sure that we'll go with the new Starport unit.

It will be a AA unit against masses of air units. It will have a more limited use vs. ground for when there are no air targets remaining.

What types of damage it will do, and how it'll interact with ground are things we're exploring at the moment.

We'll definitely keep everyone posted as we know more."

Source: http://www.reddit.com/r/starcraft/comments/3420ez/legacy_of_the_void_beta_balance_update_preview/


It's funny how Blizzard wants to share meaningless details about rejected unit designs that honestly just make them look like they don't know what they're doing. My university professor told me this: when you write a report don't turn it into a travel blog about all the different paths you took to get to the destination.


I dont get what Blizz and DK are going to accomplish with this new flying AA unit...

(1) Pick an arbitrary rule: “add two units per race”.
(2) Realize the race has no need/room for such a thing.
(3) Apply anyway.


FYI - David Kim mentioned why they wanted to have a starport specific AA splash uni

In general, we believe that armies made from the Factory or Starport will be more capable as independent compositions in Legacy of the Void. Players will be able to commit to a tech-path specifically, and so we are also interested in splitting out the mech and air upgrades again. We believe that bringing back this choice is a potential improvement for the game.



However, under that logic - I think that the Cyclone upgrade will then be out of place...factory unit with a T3 Starport Tech Structure upgrade. That goes against what I quoted above. Maybe Tech Lab with Armory upgrade? Like the WM upgrade.
Personally I don't think that's enough though, as other have mentioned - the Lock on ability needs tweaking a little bit.

The other changes - let them test it and revert or further change as needed. I think the swarm host change has interesting potential. If a player does build say 3 or 4... You could, perhaps, view it like having a DT hit squad out on the map?

In saying that...I hope everyone realises that these changes are experimental. No doubt that there's going to be further buffs/nerfs to all these new units.

Anyway. That's My 2c.
"Building Armour Upgrade is the new meta" - Gretorp (2012)
Prev 1 4 5 6 7 8 17 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 17m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 2225
trigger 115
Classic 105
ProTech89
Rex 57
RushiSC 10
StarCraft: Brood War
Britney 50927
Calm 10379
Shuttle 1481
Horang2 768
EffOrt 658
BeSt 550
Soulkey 368
actioN 363
ggaemo 331
Mong 134
[ Show more ]
Pusan 58
[sc1f]eonzerg 56
Sea.KH 55
Hyun 49
scan(afreeca) 43
Mind 37
sSak 35
GoRush 26
Sacsri 23
Noble 21
JYJ 18
JulyZerg 17
Sharp 15
HiyA 12
Terrorterran 12
Rock 11
yabsab 8
Shine 7
Dota 2
Gorgc6074
XcaliburYe747
Counter-Strike
fl0m7317
byalli315
zeus213
Heroes of the Storm
Khaldor162
Other Games
B2W.Neo1255
hiko1042
Lowko743
Beastyqt403
crisheroes296
DeMusliM219
Hui .178
KnowMe123
Livibee107
djWHEAT105
Liquid`VortiX65
Mew2King54
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis4549
• TFBlade903
Upcoming Events
uThermal 2v2 Circuit
17m
Maestros of the Game
47m
Clem vs Lambo
Zoun vs SKillous
Replay Cast
9h 17m
Replay Cast
18h 17m
Solar vs Classic
uThermal 2v2 Circuit
1d
Grudge Match
1d 1h
FlaShFTW vs A.Alm
OSC
1d 6h
MaxPax vs YoungYakov
Krystianer vs Shameless
GgMaChine vs Creature
LetaleX vs MiniZergUA
ReBellioN vs TBD
ArT vs HiGhDrA
Nicoract vs Azura
GSL
1d 17h
herO vs Rogue
Maru vs Cure
Patches Events
1d 22h
uThermal 2v2 Circuit
2 days
[ Show More ]
BSL
2 days
OSC
2 days
Monday Night Weeklies
3 days
Replay Cast
3 days
Sparkling Tuna Cup
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Maestros of the Game
5 days
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

KK 2v2 League Season 1
RSL Revival: Season 5
Heroes Pulsing #1

Ongoing

BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
2026 GSL S2
Murky Cup 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
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
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.