• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:06
CET 13:06
KST 21:06
  • 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 ZvT24Behind the Blue - Team Liquid History Book16Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0226LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker16
StarCraft 2
General
Liquipedia WCS Portal Launched ByuL: The Forgotten Master of ZvT Kaelaris on the futue of SC2 and much more... How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) How do the "codes" work in GSL? Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup: 2025 Grand Finals (Feb 10-16) Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 513 Attrition Warfare The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth
Brood War
General
A new season just kicks off BGH Auto Balance -> http://bghmmr.eu/ CasterMuse Youtube TvZ is the most complete match up ACS replaced by "ASL Season Open" - Starts 21/02
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Zealot bombing is no longer popular? Current Meta
Other Games
General Games
Nintendo Switch Thread ZeroSpace Megathread Path of Exile Diablo 2 thread Battle Aces/David Kim RTS 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 TL Mafia Community Thread Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Ask and answer stupid questions here! Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Inside the Communication of …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1673 users

LotV Balance Update Preview - May 11 - Page 14

Forum Index > Legacy of the Void
320 CommentsPost a Reply
Prev 1 12 13 14 15 16 17 Next All
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2015-05-13 12:58:30
May 13 2015 12:15 GMT
#261
On May 13 2015 10:27 pure.Wasted wrote:
Show nested quote +
On May 12 2015 04:57 DinoMight wrote:
People are talking like Protoss isn't the weakest race at the moment.

Protoss needs to be buffed. It is the weakest race right now. And that buff has to go to a unit or another.

There isn't a single Protoss unit that Terran/Zerg don't hate:

Zealots (too strong, charge is bullshit,A-move unit)
Stalkers (Blink imba etc)
Adepts (broken as hell in high nubmers vs Terran right now)
Templar (storm OP omg) - edit: apparently feedback OP too now (there is a thread about it)
DTs (no explanation needed).
Mothership core (imba, protoss doesn't need any defense photon overcharge OP)
Disruptor (OP omg it becomes invincible!)
Colossus (Dumb A-move unit, no skill)
Observer (unlimited vision everywhere, map hacks)
Warp Prism (warp in 25 units at a time anywhere on the map?? stupid pickup range)
Immortal (Mech isn't viable, hard counter unit, stupid etc.)
Oracles (coinflippy bullshit)
Void Rays (OP)
Tempests ("unbeatable in high numbers" why does a unit need so much range???)
Carriers (dump all the interceptors whatttt??)

Sorry.. I guess the Phoenix is okay.

But seriously... Protoss is underperforming. So ONE of these units has to be buffed, at the very least. Would you rather an extra recall or two, or double damage Storm? More Colossus range? Void Ray upgrade vs Light? Bigger disruptors.

Think about it......


The funny thing is that you point out exactly what the problem is in your post.

The problem is that Protoss units suck. They're also ineffectual in LOTV, but that's a separate matter.

First they need to not suck. Then they can be made strong enough.

Making A-move units stronger is the LAST thing we should be doing in LOTV. If we hadn't learned our lesson by WOL, then we should have by HOTS. Zealots don't need buffs, they need to be changed so that PartinG and Zest can do things with them that absolutely no other Protoss in the world can. Until that is a reality, making them even stronger is just dumb.

I've suggested this many times: if it's impossible to change units like the Zealot and Archon to make them more interesting (not sure what the state of the Immortal in LOTV is), then what those units need is an ability - on the Nexus, on a support caster, somewhere - to force those units to micro.
.



That shows a serious misconception from your game perception.

Every unit with limited mobility and microability (responsiveness) or very limited micro is doomed to be an "A-move". By giving speed and responsiveness you get Kiting and dynamic splitting, but they are still "A-moves" that only move and shot. For example, TvP when the Protoss has no splash is an A-move game from Terran (I can beat you, I press T and A-move into you). ZvP Roach Hydra is about positioning and A-moving Roaches, Lings and Hydras, Hellbats are about A-moving too, and maxed Toss with 5 colossus is A-moving too. A big part of the game is positioning and A-moving one army into another, as in many RTS games. You don't need fancy abilities for micro to happen; this is not a MOBA.

Every Meele/Short range unit is a false "A-move unit" Zerglings, banelings, Zealots, Ultralisks, but also Hellbats and Archons, since you need to maximize their potential mobility for the engage. In order to get them to be effective at max, you have to pre-split them before engaging, increasing the effectivity of the units as they will get more area surface than just A-moving them in a deathball, as the AI would make them to trip each other.

If you build up and move a ball of units, it is much less effective than pre-spliting for the concave or the sourround, and maximizing DPS density. And that applies to almost all units except air units. For ranged units, the smaller they are, the more "A-move" they become because they maintain a good DPS density in the "ball" (marines, adepts).

Throwing Zealots at Bio is 90% the same than throwing Zerglings and Banelings. You maximize damage by pre-splits, good positioning, and forcing the Bio to counter-micro. So "A-moving" Zealots is very similar to "A-moving" lingbane. In both cases, getting good trades is very difficult to achieve. In both cases, getting good surface area is relatively hard.
Zealots are hardly cost efficient in that cases. So yes, they might need buffs.

The problem of Zealots is that they are balanced around Charge. And Charge is a mechanic that removes control from your Zealots, as they auto-engage. But Charge is there to compensate for Concussive Shells effect. You need to tune both to achieve a good usability of Zealots in PvT. Concussive Shells completely negates any possible micro from Zealots, both in attack and retreat.

BW Zealots were amazing because Zealots were faster than many units, ensuring that it was relatively easier to get into engagements, but also because the engine splitted units as they moved. Making them relatively useful, and with good micro they could somewhat force the nature of the movement engine at their favor (kiting -> auto unit spread)
The nature of the SC2 engine makes Zealots weaker by default, and if Zealots had the same mobility as they had back in BW, they would be much more microable than actual Zealots, forcing to get good pres-plits in order to be effective against the clumps of units.

BTW, for all that Terrans saying "Protoss A-move" Managing an army of 5 types of different units is more complex than stuttersteping 2 units that have exactly the same micro.

(Pre-split Zealots, Blink micro, Sentry maangement, HT management, Colossus Kiting vs Stutterstep, 1 button medivac flee?, Ghost support)
Hider
Profile Blog Joined May 2010
Denmark9427 Posts
May 13 2015 12:42 GMT
#262
Making A-move units stronger is the LAST thing we should be doing in LOTV.


With a low movement speed and high damage point, Marines would also be the ultimate a-move unit. The point here is that solid mobility and responsiveness is essential for units to be microable.
TheDwf
Profile Joined November 2011
France19747 Posts
May 13 2015 12:48 GMT
#263
The primitive tension between melee and ranged units is that ranged units have the initiative (thanks to their range), but should obviously be weaker in “face to face” combat when melee units manage to successfully close the distance. Hence ranged units tend towards hit & run behaviour to maximize their advantage, while melee units obviously charge to use their own advantage. What makes Charge Zealots and Cyclones so terrible is that they're the pure automation of the archetypal behaviour of their respective category. Charge is the dream of any melee unit, while infinite hit & run is the dream of any ranged unit. And that's why they should never have access to it (at least not without heavy costs/counterparties created through various barriers in the game-user architecture, e. g. monopolizing the attention through micro, having a minor impact on the grand scheme of things, etc.). That's also why burrowed Charge Ultralisks would have been a huge joke, or why automating their “melee approach” by forcing zero collision size with Zerglings would be terribad. But none of this is an accident; it's perfectly representative of the “completeness mindset” in SC2. + Show Spoiler +
On April 11 2015 06:39 TheDwf wrote:
Completeness is the natural consequence of the intrusive creationist design. Players are dispossessed from their own creative potential and only have to apply the instruction manual. But players, whatever they might say out of bad faith after defeat, do not want to apply the instructions of a manual. They want to find their own solutions within the given frame. They don't want the game to be created “solved,” they want to solve the game themselves. SC2 suffered because the “completeness of the circle of the counters” is inherently an inflationnary process leaving less and less room for the player.

Completeness is toxic for the game. Structural holes are what makes things interesting. For instance, Terran would stop being Terran if they received some metaphysical horror like the “tech reactors” from the campaign or static defence (or more brainless melee units). Having those structural holes within the architecture of the race is what defines it. Working around structural holes is players' job.
You don't play, you simply execute the automated, prepared script.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
May 13 2015 12:53 GMT
#264
On May 13 2015 21:48 TheDwf wrote:
The primitive tension between melee and ranged units is that ranged units have the initiative (thanks to their range), but should obviously be weaker in “face to face” combat when melee units manage to successfully close the distance. Hence ranged units tend towards hit & run behaviour to maximize their advantage, while melee units obviously charge to use their own advantage. What makes Charge Zealots and Cyclones so terrible is that they're the pure automation of the archetypal behaviour of their respective category. Charge is the dream of any melee unit, while infinite hit & run is the dream of any ranged unit. And that's why they should never have access to it (at least not without heavy costs/counterparties created through various barriers in the game-user architecture, e. g. monopolizing the attention through micro, having a minor impact on the grand scheme of things, etc.). That's also why burrowed Charge Ultralisks would have been a huge joke, or why automating their “melee approach” by forcing zero collision size with Zerglings would be terribad. But none of this is an accident; it's perfectly representative of the “completeness mindset” in SC2. + Show Spoiler +
On April 11 2015 06:39 TheDwf wrote:
Completeness is the natural consequence of the intrusive creationist design. Players are dispossessed from their own creative potential and only have to apply the instruction manual. But players, whatever they might say out of bad faith after defeat, do not want to apply the instructions of a manual. They want to find their own solutions within the given frame. They don't want the game to be created “solved,” they want to solve the game themselves. SC2 suffered because the “completeness of the circle of the counters” is inherently an inflationnary process leaving less and less room for the player.

Completeness is toxic for the game. Structural holes are what makes things interesting. For instance, Terran would stop being Terran if they received some metaphysical horror like the “tech reactors” from the campaign or static defence (or more brainless melee units). Having those structural holes within the architecture of the race is what defines it. Working around structural holes is players' job.
You don't play, you simply execute the automated, prepared script.

This comes down to: How important should be the strategy/tactic in comparison to the execution.
There is no right answer to this i am afraid
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
BaronVonOwn
Profile Joined April 2011
299 Posts
May 13 2015 13:49 GMT
#265
Maybe it would be helpful to gateway comps if widow mines used energy? That way, at least protoss could use feedback and give zealots a chance to trade with some units before getting deleted.
ejozl
Profile Joined October 2010
Denmark3481 Posts
May 13 2015 14:27 GMT
#266
On May 13 2015 22:49 BaronVonOwn wrote:
Maybe it would be helpful to gateway comps if widow mines used energy? That way, at least protoss could use feedback and give zealots a chance to trade with some units before getting deleted.

If WidowMines didn't hardcounter HT/Zealot so hard and if Colossus tech wasn't an easy solution. I think there would be a cool interaction between Zealots and Widow Mines the same way it is in TvZ I would really love that.
Could be that in 5 years some Protoss player called ZealotKing comes along and shows us how PvT is supposed to be played though
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
BaronVonOwn
Profile Joined April 2011
299 Posts
Last Edited: 2015-05-13 14:50:07
May 13 2015 14:48 GMT
#267
On May 13 2015 23:27 ejozl wrote:
Show nested quote +
On May 13 2015 22:49 BaronVonOwn wrote:
Maybe it would be helpful to gateway comps if widow mines used energy? That way, at least protoss could use feedback and give zealots a chance to trade with some units before getting deleted.

If WidowMines didn't hardcounter HT/Zealot so hard and if Colossus tech wasn't an easy solution. I think there would be a cool interaction between Zealots and Widow Mines the same way it is in TvZ I would really love that.
Could be that in 5 years some Protoss player called ZealotKing comes along and shows us how PvT is supposed to be played though

Well actually they added 2 hard counters for zealots in HOTS, widow mines and hellbats. Where's the hard counter for marines? Oh that's right, colossus. Seems like you need colossus for everything. Anyway, problem with colossus is that it's easily sniped. Once your colossus are dead, marines walk all over you. Meanwhile, there's no way to snipe widow mines or hellbats. You just can't build zealots anymore. Same can be said with tempests vs. brood lords. Once 4-5 tempests are out, forget about building brood lords for the rest of the game. Muta harass in the ZvT matchup was also devastated by this wonderful zero-effort widow mine unit. Maybe we should take autocast away from widow mines in addition to making them use energy.

Basically what I'm trying to say is, I've realized what a terrible expansion HOTS is. They added a few hard-counters meant to be band-aids, and also blessed us with swarm hosts. They may as well have removed zealots and brood lords from the game.
Tresher
Profile Joined October 2011
Germany404 Posts
Last Edited: 2015-05-13 16:06:16
May 13 2015 16:02 GMT
#268
On May 12 2015 03:38 SetGuitarsToKill wrote:
>Mass Recall cost reduced from 100 energy to 50 energy

Because why should a protoss player ever have to worry about good army positioning and movement? Let's just make it so they can have all their units anywhere they want at any time with no consequence! With recall and photon overcharge, there's no need to ever have defensive units at all and you can always move out without worry of being punished ever.

They say they want to discourage deathball play, then they make units like the mothership core encourage it in every way. I'm at a loss for words at how dumb this is.

This first post wins the Thread no competition. Its spot on how they put no thoughts in their ideas and it lets you question their decisions once again.

Really disappointing patchnotes in general. Just experiment, the beta is still kept pretty private. Do something about Tanks and Thors. MediTank out, BW Tanks like someone said here. Better Tanks would solve a lot of problems. Maybe bring back Siege Mode to compensate or make Factorys 200M 100G like in BW. Of course do something for the other races too. Make Zerg more swarm like , too many Units have too many supply and make Protoss strong and durable like they should not be... dumb like some of them are.

But im hyped for the new Terran Unit, how it looks what attributes it will have,name, gender etc.
Extreme Force
Tyrhanius
Profile Joined April 2011
France947 Posts
Last Edited: 2015-05-13 17:29:02
May 13 2015 17:27 GMT
#269
On May 13 2015 21:48 TheDwf wrote:
The primitive tension between melee and ranged units is that ranged units have the initiative (thanks to their range), but should obviously be weaker in “face to face” combat when melee units manage to successfully close the distance. Hence ranged units tend towards hit & run behaviour to maximize their advantage, while melee units obviously charge to use their own advantage. What makes Charge Zealots and Cyclones so terrible is that they're the pure automation of the archetypal behaviour of their respective category. Charge is the dream of any melee unit, while infinite hit & run is the dream of any ranged unit. And that's why they should never have access to it (at least not without heavy costs/counterparties created through various barriers in the game-user architecture, e. g. monopolizing the attention through micro, having a minor impact on the grand scheme of things, etc.). That's also why burrowed Charge Ultralisks would have been a huge joke, or why automating their “melee approach” by forcing zero collision size with Zerglings would be terribad. But none of this is an accident; it's perfectly representative of the “completeness mindset” in SC2. + Show Spoiler +
On April 11 2015 06:39 TheDwf wrote:
Completeness is the natural consequence of the intrusive creationist design. Players are dispossessed from their own creative potential and only have to apply the instruction manual. But players, whatever they might say out of bad faith after defeat, do not want to apply the instructions of a manual. They want to find their own solutions within the given frame. They don't want the game to be created “solved,” they want to solve the game themselves. SC2 suffered because the “completeness of the circle of the counters” is inherently an inflationnary process leaving less and less room for the player.

Completeness is toxic for the game. Structural holes are what makes things interesting. For instance, Terran would stop being Terran if they received some metaphysical horror like the “tech reactors” from the campaign or static defence (or more brainless melee units). Having those structural holes within the architecture of the race is what defines it. Working around structural holes is players' job.
You don't play, you simply execute the automated, prepared script.

Infinite hit an run is exactly what have Marinne/Marauder vs zealot without charge, or ultra without fungal/some charge mecanism, the "yeah terran micro", while spamming A /right click behind your unit is not that hard, and everyone can perform, while whoever you are, if you have the zealot, you can't get the MM without charge.
You ask for a strategic game, but if it's just : Take terran, master hit and run, and you can't be defeated, it's not a strategic game, but more like a "can you do that ?" "Good you win", and the Z/P is a bit like an A.I. vs you on an arcade game".

You can't say, just it's bad design, and ignore T can infinite hit and run easily if these units have not some way to catch them, they become totally useless and not worth being played. Sure making it too strong will be a mistake, but aslo too weak, that's why it's call "balance".
Foxxan
Profile Joined October 2004
Sweden3427 Posts
May 13 2015 18:16 GMT
#270
On May 14 2015 02:27 Tyrhanius wrote:
Show nested quote +
On May 13 2015 21:48 TheDwf wrote:
The primitive tension between melee and ranged units is that ranged units have the initiative (thanks to their range), but should obviously be weaker in “face to face” combat when melee units manage to successfully close the distance. Hence ranged units tend towards hit & run behaviour to maximize their advantage, while melee units obviously charge to use their own advantage. What makes Charge Zealots and Cyclones so terrible is that they're the pure automation of the archetypal behaviour of their respective category. Charge is the dream of any melee unit, while infinite hit & run is the dream of any ranged unit. And that's why they should never have access to it (at least not without heavy costs/counterparties created through various barriers in the game-user architecture, e. g. monopolizing the attention through micro, having a minor impact on the grand scheme of things, etc.). That's also why burrowed Charge Ultralisks would have been a huge joke, or why automating their “melee approach” by forcing zero collision size with Zerglings would be terribad. But none of this is an accident; it's perfectly representative of the “completeness mindset” in SC2. + Show Spoiler +
On April 11 2015 06:39 TheDwf wrote:
Completeness is the natural consequence of the intrusive creationist design. Players are dispossessed from their own creative potential and only have to apply the instruction manual. But players, whatever they might say out of bad faith after defeat, do not want to apply the instructions of a manual. They want to find their own solutions within the given frame. They don't want the game to be created “solved,” they want to solve the game themselves. SC2 suffered because the “completeness of the circle of the counters” is inherently an inflationnary process leaving less and less room for the player.

Completeness is toxic for the game. Structural holes are what makes things interesting. For instance, Terran would stop being Terran if they received some metaphysical horror like the “tech reactors” from the campaign or static defence (or more brainless melee units). Having those structural holes within the architecture of the race is what defines it. Working around structural holes is players' job.
You don't play, you simply execute the automated, prepared script.

Infinite hit an run is exactly what have Marinne/Marauder vs zealot without charge, or ultra without fungal/some charge mecanism, the "yeah terran micro", while spamming A /right click behind your unit is not that hard, and everyone can perform, while whoever you are, if you have the zealot, you can't get the MM without charge.
You ask for a strategic game, but if it's just : Take terran, master hit and run, and you can't be defeated, it's not a strategic game, but more like a "can you do that ?" "Good you win", and the Z/P is a bit like an A.I. vs you on an arcade game".

You can't say, just it's bad design, and ignore T can infinite hit and run easily if these units have not some way to catch them, they become totally useless and not worth being played. Sure making it too strong will be a mistake, but aslo too weak, that's why it's call "balance".

Zealots passive speed can be faster than stimmed marauders/marines. Zealots/and/or other melee units can use a charge type ability manually with resources/energy. With some skills. Or some other ability.

There are so many things do be done in this regard, yet here we are with a autocboringcharge. No clue why blizzard didnt make the game more about micro.
BaronVonOwn
Profile Joined April 2011
299 Posts
Last Edited: 2015-05-13 18:22:13
May 13 2015 18:20 GMT
#271
On May 14 2015 02:27 Tyrhanius wrote:
Infinite hit an run is exactly what have Marinne/Marauder vs zealot without charge, or ultra without fungal/some charge mecanism, the "yeah terran micro", while spamming A /right click behind your unit is not that hard, and everyone can perform, while whoever you are, if you have the zealot, you can't get the MM without charge.
You ask for a strategic game, but if it's just : Take terran, master hit and run, and you can't be defeated, it's not a strategic game, but more like a "can you do that ?" "Good you win", and the Z/P is a bit like an A.I. vs you on an arcade game".

You can't say, just it's bad design, and ignore T can infinite hit and run easily if these units have not some way to catch them, they become totally useless and not worth being played. Sure making it too strong will be a mistake, but aslo too weak, that's why it's call "balance".

I was thinking maybe give concussive shells a cooldown like a spell? Maybe give it a heavier/longer slow to compensate for this. You'd probably would want it to be at or around the cooldown of charge/blink. That way you could use it to help escape but you can't use it to kite for days. Honestly though I don't even know why this ability is in the game.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
May 13 2015 19:02 GMT
#272
http://www.redbull.com/de/de/esports/stories/1331722758725/stephano-starcraft-ii-interview-legacy-of-the-void#English

don't know if that was linked before, I figure this thread is appropriate for it
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.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2015-05-13 19:05:11
May 13 2015 19:03 GMT
#273
On May 14 2015 02:27 Tyrhanius wrote:

Infinite hit an run is exactly what have Marinne/Marauder vs zealot without charge,


You must have the missed the critical moment in SC2 history when our French savior, Adelscott, said that Gateway units alone not only could compete with, but could easily defeat MM in the early game.

He then went about proving that vs the greatest SC2 player ever, IMMVP in the first round of the TSL3. And it was a shocking upset.

BaronVonOwn
Profile Joined April 2011
299 Posts
May 13 2015 19:39 GMT
#274
On May 14 2015 04:03 BronzeKnee wrote:
Show nested quote +
On May 14 2015 02:27 Tyrhanius wrote:

Infinite hit an run is exactly what have Marinne/Marauder vs zealot without charge,


You must have the missed the critical moment in SC2 history when our French savior, Adelscott, said that Gateway units alone not only could compete with, but could easily defeat MM in the early game.

He then went about proving that vs the greatest SC2 player ever, IMMVP in the first round of the TSL3. And it was a shocking upset.


That was before David Kim (Satan) cursed the land with widow mines.
Tresher
Profile Joined October 2011
Germany404 Posts
Last Edited: 2015-05-13 20:01:50
May 13 2015 19:58 GMT
#275
On May 14 2015 04:39 BaronVonOwn wrote:
Show nested quote +
On May 14 2015 04:03 BronzeKnee wrote:
On May 14 2015 02:27 Tyrhanius wrote:

Infinite hit an run is exactly what have Marinne/Marauder vs zealot without charge,


You must have the missed the critical moment in SC2 history when our French savior, Adelscott, said that Gateway units alone not only could compete with, but could easily defeat MM in the early game.

He then went about proving that vs the greatest SC2 player ever, IMMVP in the first round of the TSL3. And it was a shocking upset.


That was before David Kim (Satan) cursed the land with widow mines.

Well we wanted a spider mine like ability to protet our flanks better for Mech.But no Sa.. uh David Kim refused to change the Thor and deided to make the Mine able to shoot air and make it also pretty random and take way too much supply. (to be fair they also changed the mine so it doesnt get killed before it deals damage right?) Thats why I really like the Concept of the new Terran Unit so stuff like this does not happen anymore and the thor gets finally a change(sorry don´t know how to make timestamps :


At about 1:38:00 - 1:39:00 6(!) Thors get destroyed by 20-30 Mutas with minimal losses. Something is wrong there.
Extreme Force
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2015-05-13 20:09:16
May 13 2015 20:03 GMT
#276
When are they going to fix carriers? Right now mass carriers are unstoppable. The release interceptor ability is broken.

Also marauders are pretty much useless in late game TvZ. I suggest the following changes:

1) Make marauders do 10+5 armor damage. Reduce cooldown to 1 second.
2) Have the marauders alternate firing between arms again. :D

This makes them less weak against light units like zealots, and not as strong against armored units, without completely nerfing the unit to uselessness.
[url]http://i.imgur.com/lw2yN.jpg[/url]
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2015-05-13 20:13:02
May 13 2015 20:08 GMT
#277
On May 14 2015 04:58 Tresher wrote:
Show nested quote +
On May 14 2015 04:39 BaronVonOwn wrote:
On May 14 2015 04:03 BronzeKnee wrote:
On May 14 2015 02:27 Tyrhanius wrote:

Infinite hit an run is exactly what have Marinne/Marauder vs zealot without charge,


You must have the missed the critical moment in SC2 history when our French savior, Adelscott, said that Gateway units alone not only could compete with, but could easily defeat MM in the early game.

He then went about proving that vs the greatest SC2 player ever, IMMVP in the first round of the TSL3. And it was a shocking upset.


That was before David Kim (Satan) cursed the land with widow mines.

Well we wanted a spider mine like ability to protet our flanks better for Mech.But no Sa.. uh David Kim refused to change the Thor and deided to make the Mine able to shoot air and make it also pretty random and take way too much supply..


Yeah to protect the flanks of Mech... like when you go Marine/Marauder/Medivac that kind of Mech...

Blizzard did a real number on SC2 with the Widow Mine, and I've railed against it since I go the HOTS Beta. Back then I feel like people were so awed by the new units and build orders that they thought the early game was coming back and loved it.

Now people are seeing through what Blizzard is feeding them, and realize it is just more gimmicks that don't strategic depth, they actually subtract from it.

Things like Widow Mines reduce strategic variation because your opponent, knowing Widow Mines could be an option as they are so easily accessible, is going to reduce the number of times he splits his forces because he needs to pay attention and watch for Widow Mines. They are incredibly unforgiving unlike Lurkers, where you can react to them after you've taken some damage (unless your opponent has a massive group of Lurkers, but that is a huge investment and whole different strategy). By the time you react versus Widow Mines you've already lost units unless you are carefully watching your units move across the map.
TokO
Profile Joined July 2011
Norway577 Posts
Last Edited: 2015-05-13 20:11:07
May 13 2015 20:10 GMT
#278
On May 14 2015 05:03 Loccstana wrote:
When are they going to fix carriers? Right now mass carriers are unstoppable. The release interceptor ability is broken.


Doesn't widow mines kill interceptors?
Lexender
Profile Joined September 2013
Mexico2656 Posts
May 13 2015 20:18 GMT
#279
+ Show Spoiler +
On May 14 2015 03:20 BaronVonOwn wrote:
Show nested quote +
On May 14 2015 02:27 Tyrhanius wrote:
Infinite hit an run is exactly what have Marinne/Marauder vs zealot without charge, or ultra without fungal/some charge mecanism, the "yeah terran micro", while spamming A /right click behind your unit is not that hard, and everyone can perform, while whoever you are, if you have the zealot, you can't get the MM without charge.
You ask for a strategic game, but if it's just : Take terran, master hit and run, and you can't be defeated, it's not a strategic game, but more like a "can you do that ?" "Good you win", and the Z/P is a bit like an A.I. vs you on an arcade game".

You can't say, just it's bad design, and ignore T can infinite hit and run easily if these units have not some way to catch them, they become totally useless and not worth being played. Sure making it too strong will be a mistake, but aslo too weak, that's why it's call "balance".

I was thinking maybe give concussive shells a cooldown like a spell? Maybe give it a heavier/longer slow to compensate for this. You'd probably would want it to be at or around the cooldown of charge/blink. That way you could use it to help escape but you can't use it to kite for days. Honestly though I don't even know why this ability is in the game.



Or just, you know, remove it altogether.

We always complain about anti micro abilities, and concusive shells does just that.

On May 14 2015 05:08 BronzeKnee wrote:
Show nested quote +
On May 14 2015 04:58 Tresher wrote:
On May 14 2015 04:39 BaronVonOwn wrote:
On May 14 2015 04:03 BronzeKnee wrote:
On May 14 2015 02:27 Tyrhanius wrote:

Infinite hit an run is exactly what have Marinne/Marauder vs zealot without charge,


You must have the missed the critical moment in SC2 history when our French savior, Adelscott, said that Gateway units alone not only could compete with, but could easily defeat MM in the early game.

He then went about proving that vs the greatest SC2 player ever, IMMVP in the first round of the TSL3. And it was a shocking upset.

+ Show Spoiler +

That was before David Kim (Satan) cursed the land with widow mines.

Well we wanted a spider mine like ability to protet our flanks better for Mech.But no Sa.. uh David Kim refused to change the Thor and deided to make the Mine able to shoot air and make it also pretty random and take way too much supply..


Yeah to protect the flanks of Mech... like when you go Marine/Marauder/Medivac that kind of Mech...

Blizzard did a real number on SC2 with the Widow Mine, and I've railed against it since I go the HOTS Beta. Back then I feel like people were so awed by the new units and build orders that they thought the early game was coming back and loved it.

Now people are seeing through what Blizzard is feeding them, and realize it is just more gimmicks that don't strategic depth, they actually subtract from it.

Things like Widow Mines reduce strategic variation because your opponent, knowing Widow Mines could be an option as they are so easily accessible, is going to reduce the number of times he splits his forces because he needs to pay attention and watch for Widow Mines. They are incredibly unforgiving unlike Lurkers, where you can react to them after you've taken some damage (unless your opponent has a massive group of Lurkers, but that is a huge investment and whole different strategy). By the time you react versus Widow Mines you've already lost units unless you are carefully watching your units move across the map.


I actually really like WM, it gives bio AoE and allows them to have a certain amount of map control, also it forces micro for the oponents.

But I have to agree, its too unforgiving and too much random variance, but its one of those things that are hard to change because its chained to other stuff (for example its tied to muta regen, wich is then tied to medivac speed boost).

Its just one of the things Blizzard didn't implement well and instead of solving it simple put band aids on top of other band aids.
Ramiz1989
Profile Joined July 2012
12124 Posts
May 13 2015 20:19 GMT
#280
On May 14 2015 05:10 TokO wrote:
Show nested quote +
On May 14 2015 05:03 Loccstana wrote:
When are they going to fix carriers? Right now mass carriers are unstoppable. The release interceptor ability is broken.


Doesn't widow mines kill interceptors?

Yes and from what I've seen mass Widow Mines + Cyclones have very very cost-efficient trades against Carriers. I think Morrow was complaining about mass Carriers and then Desrow told him to try this composition and Morrow was pretty impressed that it works since nothing else does.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Prev 1 12 13 14 15 16 17 Next All
Please log in or register to reply.
Live Events Refresh
Epic.LAN
12:00
#47 - Day 1
Liquipedia
PiG Sty Festival
09:00
Group B
Clem vs Percival
Zoun vs Solar
PiGStarcraft1038
TKL 308
IndyStarCraft 197
Rex139
BRAT_OK 120
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft1038
TKL 308
IndyStarCraft 197
Rex 139
BRAT_OK 120
Lowko101
StarCraft: Brood War
Horang2 6656
Rain 3479
PianO 2351
GuemChi 2164
BeSt 1345
Jaedong 957
Hyuk 505
actioN 320
Light 277
Hyun 215
[ Show more ]
Soma 179
Mini 157
ZerO 146
Dewaltoss 120
Snow 116
Pusan 109
ggaemo 84
hero 76
Soulkey 72
Killer 68
Mong 68
Aegong 67
Rush 65
Mind 64
Sharp 55
JYJ 55
Barracks 54
Sea.KH 40
Nal_rA 36
Backho 34
ToSsGirL 34
sSak 30
[sc1f]eonzerg 29
JulyZerg 28
Yoon 22
Free 22
Icarus 21
910 21
GoRush 21
yabsab 19
zelot 16
Hm[arnc] 15
Bale 14
Movie 13
Noble 12
SilentControl 12
Shine 11
NotJumperer 10
ivOry 5
Terrorterran 2
Britney 2
Dota 2
Gorgc2727
XaKoH 543
XcaliburYe74
canceldota8
Counter-Strike
olofmeister1853
zeus1209
m0e_tv406
Other Games
singsing2075
shoxiejesuss772
B2W.Neo554
Fuzer 217
crisheroes163
Happy151
ToD103
Hui .101
Trikslyr24
ZerO(Twitch)18
Organizations
Counter-Strike
PGL31042
Other Games
gamesdonequick623
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• escodisco313
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV211
League of Legends
• Stunt622
Upcoming Events
Big Brain Bouts
4h 54m
Harstem vs MaNa
Reynor vs SKillous
Replay Cast
11h 54m
PiG Sty Festival
20h 54m
herO vs NightMare
Reynor vs Cure
CranKy Ducklings
21h 54m
Epic.LAN
23h 54m
Replay Cast
1d 11h
PiG Sty Festival
1d 20h
Serral vs YoungYakov
ByuN vs ShoWTimE
Sparkling Tuna Cup
1d 21h
Replay Cast
2 days
Replay Cast
2 days
[ Show More ]
Wardi Open
2 days
Monday Night Weeklies
3 days
Replay Cast
3 days
WardiTV Winter Champion…
3 days
Replay Cast
4 days
WardiTV Winter Champion…
4 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-02-19
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Escore Tournament S1: King of Kings
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026: China & Korea Invitational
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
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.