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[A] Starbow - Page 338

Forum Index > SC2 Maps & Custom Games
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Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 22 2013 19:09 GMT
#6741
Streaming:

www.twitch.tv/kanban85
aka KanBan85. Working on Starbow.
SmileZerg
Profile Joined March 2012
United States543 Posts
Last Edited: 2013-07-22 19:29:31
July 22 2013 19:17 GMT
#6742
On July 23 2013 02:45 Xiphias wrote:
Long range, less hp... Let's just be careful to not make another ghost


I don't think there's much overlap. Ghost is a Light unit, with bonus vs Light, can hit air, is primarily a spellcaster etc.

On a different note, not a big fan of these Protoss changes. No efficiency drawback to Warp Gates is awful, and I'm a firm believer in the fact that the Immortal belongs in the Gateway. I'm not wholly concerned with where we put the Sentinel but I do think it could still use some polish.

The more I think about it, the more I like the idea of splitting Auir and Shakuras units between Gateway and Warp Gate and adding a new T1.5 Shakuras unit (I'm brainstorming ideas for something called the Acolyte now). Then it would look like this:

Gateway: Zealot, Immortal, High Templar (Archon)
Warp Gate*: Acolyte, Stalker, Dark Templar (Dark Archon†)

* Requires Twilight Council, no research

† I still believe that there's room for a DArchon in Starbow, but with a different spell set than what we had prior. This is not really a priority though, more like something we could play with for an "expansion" down the road.
"Show me your teeth."
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
July 22 2013 21:16 GMT
#6743
On July 23 2013 02:01 Hider wrote:
Maybe immortal could have been tried as a normal type armor if this type of maurauder would be too good vs them. Then we could give the maurauder these stats;

- 10 vs light. 20 vs normal, 25 vs armored
- 2.5 attack speed (compared to the current 2 and 1.5 prepatch)
- 90 HP
- 7 range.

With these stats, the punishment for not target firing (but just-amoving vs zealots/lings) would be really high. With its higher range, lower HP and much slower attack cooldown it also becomes a unit that is better at picking of units --> retreating, rather than staying in the middle of the battle.

I have tryed it, and is nice. I have published a Unit test map called "Starbow marauder test" where there is this marauder.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 22 2013 21:31 GMT
#6744
@SmileZerg

Acolyte????
aka KanBan85. Working on Starbow.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-07-22 21:39:06
July 22 2013 21:37 GMT
#6745
Tested it and I was wrong on 2.5 cooldown doesn't give any new element to the gameplay. Right now its just a dumb annoyance that's completely pointless.

Still wanna test a bit more on the 7-range, 90 hp idea with the immortal as normal. Maybe the following stats could work;


- Cost: 75/25.
- Damage vs light: 10. Vs armored = 20. Vs normal = 15.
- 90 Hp
- 7 range
- 1.5 attack cooldown

This will likely have the following effect on gameplay;

- Worse vs zealots if unmicroed. But you can now kite and micro more efficiently.

- Much worse vs immortals in a straight up fight, but too some extent you can perform better with some kiting and focus firing. It definitely isn't just an a-move from both sides. A great protoss player will try to have zealots as meatshield and if he expects that the terran player is focus firing immortals he can "interrupt" that proces by attacking with stalkers and moving immortals a bit behind. Alternatively, he can use immortal drops (in warp prism) or set up sentinel traps to slow down the maurauders. Lots of room for interesting interactions here.

- Better vs stalkers.
Kabel
Profile Joined September 2009
Sweden1746 Posts
July 22 2013 21:48 GMT
#6746
I tried the suggested Maruader in the editor. I use a test map where I can control both the enemy and friendly units. (They auto-attack each other as normal, but I can choose to micro them if I desire)

Positve things with the long ranged burst damage Marauder:

- It is very fragile in pure combat since it has low HP. (Dont just stand and attack.)
- It is indeed a nice unit to micro: Run in and shoot, target fire important enemy units, don´t waste the firepower on the "wrong units". The long range even allows it to launch a burst on enemy Hydras, back away, launch a new burst and weaken them.. (It is hard, but possible.)
- Overall, it makes the Marauder what we want to do: Less A-move braindead unit, and insted rewarded by clever play and good micro

Negative things:

- It completely destroys Lurkers. (They have the same range.) Run in with 6 Marauders, shoot at the Lurker, watch it die. Even larger clumps of Marauders destroys a large clump of Lurkers
- Marauders do become quite deathbally. If a high enough number is reached, they are very strong in a clump vs Zerglingsm Hydras, Zealots and Stalkers. (Since they can shoot over each other shoulders so efficiently.)

The Lurker range problem can be overcome if the Lurker gets longer range. The problem with that is that Lurkers will outrange static defence. (Too good in the midgame?) Unless we add a range upgrade to Lurkers..?
And I think we all want immobile positional units to be able to beat fast moving Tier 1 units..

Creator of Starbow
SmileZerg
Profile Joined March 2012
United States543 Posts
July 22 2013 22:11 GMT
#6747
On July 23 2013 06:31 Xiphias wrote:
@SmileZerg

Acolyte????

Like I said, I'm kind of just brainstorming. If we did split the units between Gateways and Warp Gates, WG would need another "Dark" unit to even out the numbers, and I've got something in mind that could be interesting, but it might not be necessary if I can't find it a somewhat unique role in the Protoss army.
"Show me your teeth."
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
Last Edited: 2013-07-22 22:25:43
July 22 2013 22:19 GMT
#6748
I think marauders should start with range 6, and then we can add a range upgrade for both marauders and lurkers. Also, can the marauder over-kill? I think that's an important part of reducing their deathball potential. I'd also like to see their projectile move slower.

edit: maybe we can make marauders a bit more specialized as well? something like 6vsLight 15vsMedium 24vsArmored would also reduce their deathball potential since they'll be terrible against light units and only ok vs medium units. You'd be forced to target fire them to get their full benefit, and massing them simply won't work. thots?

smilezerg, i'm really curious about the acolyte. Does it use the Dark Zealot model?
aka ChillyGonzalo / GnozL
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2013-07-22 23:34:45
July 22 2013 22:30 GMT
#6749
Marauders do become quite deathbally. If a high enough number is reached

This is the problem...
However, you could avoid this by removing at the marauder, the shot smart: Marauder if they are compact, they should attack the same target (if a-click). In this way it is better to have small groups of marauder separate, and get manual targeted to kill determined units.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-07-22 23:43:39
July 22 2013 23:42 GMT
#6750
On July 23 2013 07:30 JohnnyZerg wrote:
Show nested quote +
Marauders do become quite deathbally. If a high enough number is reached

This is the problem...
However, you could avoid this by removing at the marauder, the shot smart: Marauder if they are compact, they should attack the same target (if a-click). In this way it is better to have small groups of marauder separate, and get manual targeted to kill determined units.

All units with a projectile/missile do not have smart firing.

To make overkill a bigger problem you have to have a slower firing projectile.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-07-23 00:21:55
July 23 2013 00:18 GMT
#6751
On July 23 2013 06:48 Kabel wrote:
I tried the suggested Maruader in the editor. I use a test map where I can control both the enemy and friendly units. (They auto-attack each other as normal, but I can choose to micro them if I desire)

Positve things with the long ranged burst damage Marauder:

- It is very fragile in pure combat since it has low HP. (Dont just stand and attack.)
- It is indeed a nice unit to micro: Run in and shoot, target fire important enemy units, don´t waste the firepower on the "wrong units". The long range even allows it to launch a burst on enemy Hydras, back away, launch a new burst and weaken them.. (It is hard, but possible.)
- Overall, it makes the Marauder what we want to do: Less A-move braindead unit, and insted rewarded by clever play and good micro

Negative things:

- It completely destroys Lurkers. (They have the same range.) Run in with 6 Marauders, shoot at the Lurker, watch it die. Even larger clumps of Marauders destroys a large clump of Lurkers
- Marauders do become quite deathbally. If a high enough number is reached, they are very strong in a clump vs Zerglingsm Hydras, Zealots and Stalkers. (Since they can shoot over each other shoulders so efficiently.)

The Lurker range problem can be overcome if the Lurker gets longer range. The problem with that is that Lurkers will outrange static defence. (Too good in the midgame?) Unless we add a range upgrade to Lurkers..?
And I think we all want immobile positional units to be able to beat fast moving Tier 1 units..



Isn't its efficiency vs lurkers and deathballs adjustable by reducing its HP (?) Vs non-armored units we can also reduce its damage if it is too good vs lings/zealots (though that seems kinda weird as 10 damage is pretty low and they kinda sucked at 5 range - would surprise that 7 range makes it too strong vs thsoe types of units).

Anyway the high-burst damage, low attack speed is just dumb I think. Doesn't add any unique micro - just make it more annoying to control IMO.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 23 2013 05:06 GMT
#6752
I got slaughtered yesterday by mauraders when I tried to go lurkers (see my stream....) Vs Solid. What surprised me the most was that a composition of just medics and mauraders did fine vs pure speedlings (which should be a good counter). But I was in a bad position and I had 0-0 lings vs 2-2 mauraders, so it might not prove much...
aka KanBan85. Working on Starbow.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
July 23 2013 06:54 GMT
#6753
yeah, the 2 extra armor is what made the lings so crap, matrix + heavily reduced damage.
Working on Starbow!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-23 10:44:50
July 23 2013 10:20 GMT
#6754
I couldn´t sleep last night, so I tried to look for a solution with the Immortal/Marauder in the game. I found nothing good yet, so I drew a potential solution for Starbow without the Marauder and Immortal instead. (I just have to do the opposite of what we have in the game.. )
I do NOT say I will implement this. I just want to share what I wrote, as a future way to go IF we end up failing with the Immortal and Marauder.

What were the problems we had in the game, before we added Immortal/Marauder?

+ Show Spoiler +
- Bio units were completely useless in TvT (MAYBE 1 early Reaper or a few Ghosts in the late game)
- Bio could not push out in TvP (So easy for Stalkers to just kite the Marine push and dwindle it down one by one)
- Marines+Medic were the only bio units needed in TvZ (No need for Ghost or Reapers.. Maybe 1-2 early)
- Bio drops were too weak in TvT and TvP
- Stalkers with Blink were too strong, especially in TvP since T could not leave his base due to the risk of being Blinked
- Stalkers could "contain" Terran so neither T could push out, or P could push in. Led to lame games.
- Stalkers were the only core unit needed in PvP and arguably in TvP-
- Banelings could just A-move vs Terran bio (Since everything is so fragile.. And it was quite lame to watch)


Changes to overcome this, with the old line-up of units (No Immortal/Marauder)

+ Show Spoiler +
First of all, all units in the game:

>>>
+ Show Spoiler +
Barrack: Marine, Medic, Reaper, Ghost
Factory: Vulture, Tank, Goliath
Starport: Viking, Dropship, Banshee, Science Vessel, BC

Gateway/Warpgate: Zealot, Stalker, HT, DT
Robotic facility: Observer, Warp Prism, Sentinel, Reaver
Stargate: Corsair, Scout, Carrier, Arbiter

Zergling, Baneling, Hydra, Lurker, Mutalisk, Scourge, Viper, Guardian, Devourer, Defiler, Ultralisk
<<<

The values I present is just a rough assumption. I will explain further down what it is supposed to lead too.

Changes:


Bio
- Marines + Medic slightly faster BT
- Marines start with range 5 instead of 4.
- Marine damage changed from 6 to 5+1 vs armored.
- Medics start with 75 energy instead of 50.
- Reaper can upgrade G-4 Charges, which allows them to either place a bomb on the ground, or throw a bomb at the enemy unit/Structure. After 5 seconds, it explodes and deal decent dmg vs armored units and structures.
- Upgrades at Barrack: Stimpack, Reaper bombs, Combat shield, +25 additional energy for Medics

Mech
- Vulture deals no extra damage vs light units from the start. Only 10 to all. Instead they start with higher movement speed.
- In the Factory, Vulture can research an upgrade that gives them +8 dmg vs light. (No speed bonus upgrade)
- Unsieged Tanks deal higher damage vs armored units.
- Spider mine damage changed FROM 75 vs all, 100 vs armored TO 50 vs light, 75 vs medium, 100 vs armored
(Might not be necessary)

Protoss
- Photon cannon damage changed FROM 20 vs all, TO 18 vs light, 20 vs all, 22 vs armored
- Stalker damage can remain as it currently is in the game (14 vs light and "medium", 12 vs armored)
- Maybe even stronger Archons
- Scout Phase Missile can be used on any unit. It deals ca 60-100 damage to one target. If that target has energy, ca 60-100 energy is drained AND deals splash damage to units nearby. (Otherwise the Phase Missile deals no splash) Enemy units can "run" away from the Missile, since it only lasts X seconds in the air.



Zerg
- Baneling armor changed to Light (Makes Reaper good vs them)
- When Banelings are morphed, they last ca 30-60 seconds before they detonate by themselfes. (Might not be necessary)


What would all of this lead to?

+ Show Spoiler +
Lets look at the problems again:
- Bio units were completely useless in TvT (MAYBE 1 early Reaper or a few Ghosts in the late game)
- Bio could not push out in TvP (So easy for Stalkers to just kite the Marine push and dwindle it down one by one)
- Marines+Medic were the only bio units needed in TvZ (No need for Ghost or Reapers.. Maybe 1-2 early)
- Bio drops were too weak in TvT and TvP


- Slightly faster build time for Medics + Marines, better Marines from start (5 range instead of 4), better Medics from start (75 energy instead of 50) will make them more efficient early, and a larger threat vs the enemy in all match-ups.

- If we reduce their dmg from 6 to 5+1 vs armored they will not be broken vs Zerg, while still remain strong vs Stalkers/Tanks/Banshee etc.

- By adding 75 energy to Medics, it will be harder for Protoss to just dwindle down the Marine push so easily as it previously was with Stalkers.

- If Marines are slightly worse vs light units, we make Reapers more important in the army mix. (Since they now have better DPS vs light units, compared to the Marine)

- If Reapers gain back the old G-4 Charge ability, they become good at destroying static defence and enemy workers. (This makes them even stronger as harassing mobile units in the mid game.) If we make them take only 1 slot in Dropships, they can become strong to drop too, since they can easily take out Cannons etc. (Even if the enemy has a Turret ring around the base, Reapers can jump over the cliffs and destroy the Turrets, then send in the Dropship)

- If Marines have Combat shields, they will become a bit better in the midgame, and not completely hard countered as easily by Storm, Reavers, Siege tanks, Spider mines. (Still countered ofc, but not insanly weak.) Just as we try to do with the Marauder - make it still viable in the mid game in TvT and TvP.

- If Cannons deal 18 vs light, 20 vs normal, 22 vs armored, Marine drops become stronger vs Cannons since it takes 3-shots to kill them, 4 shots if Marines have Combat shield.

- If Vultures deal no extra damage vs light from start, they can not 3-shot Marines anymore. (Need the upgrade first)
But they do have faster movement speed, which would probably still make them to be efficient harassment units early, and 4-shot workers, instead of 2 or 3-shot them.

I think we all want Bio to be quite viable in the early/mid game in all match-ups. As the game progresses, it will be hard to just rely on pure Bio, and additional higher tech units must be added for Terran. We also want Bio to be strong when dropped/harassed at multiple locations.

Lets look at the remaining problems:

- Stalkers with Blink were too strong, especially in TvP since T could not leave his base due to the risk of being Blinked
- Stalkers could "contain" Terran so neither T could push out, or P could push in. Led to lame games.
- Stalkers were the only core unit needed in PvP and arguably in TvP-
- Banelings could just A-move vs Terran bio (Since everything is so fragile.. And it was quite lame to watch)


Stalkers are now much weaker vs armored units, and have less shields.
- At the moment, with the current values, Blink Stalkers does not seem to be a problem in the game?

- Stronger unsieged Tanks, and stronger Marines, helps Terran push out on the map vs Stalkers who "contain" Terran.

- Stalkers alone will can not handle Terran pressure. Weaker Marines vs non-armored will make Zealots play a more important role.

- If Archons become stronger, especially so they are great vs Stalkers, they might become a good alternative to Reavers + Stalkers vs Reavers + Stalkers. If Scouts get a reworked Phase Missile, so they can snipe units, Stargate play might become more important in the meta-game as a way to counter Warp Prism + Reaver

- If Banelings get "timed life", Zerg must be careful and clever how he chooses to use them. (Since it is quite lame to watch large armies of Banelings+Mutas roam the map and instanly defeat enemy Bio armies)


Just some short thoughts on how the match-up dynamics might look like
+ Show Spoiler +

PvZ

Will probably remain as dynamic and fun as it is, since the only change compared to the current game state is the removal of the Immortal. One problem can be how Protoss counters Lurkers, since Stalkers are now worse vs armored?
- Better Archons?
- Scout with better Phase Missile? (Maybe also better ground damage vs armored units)
- Sentinels with Safeguard?

TvZ
Seems to be a dynamic and fun match-up too in the game atm.
Will that remain with the removal of the Marauder?
Weaker Marines vs Zerglings/Banelings might force more Reapers into the army. If Banelings get a timed life, there might not be a need for a Bio unit that "tanks" damage from Banelings?
One problem might be that early Medic+Marine pushes are too strong, but if Marine dmg is lower, maybe it is balanced.

PvT
- With Maruaders, we want to force Protoss to build Zealots, Stalkers and Immortals. (Which slows down the mobility, and makes them more vulnerable to dropplay and Banshees etc)
- With stronger Marines and better unsieged Tanks vs armored, we force Protoss to build more Zealots, which slows down the Protoss mobility, and maybe makes them more vulnerable to dropplay and Banshees etc.

Will Terran be able to play a "Bio Dropstyle"?
Will Protoss have to rely too heavily on Sentinels?

TvT
Maybe will weaker Vultures, and stronger early Bio production and Bio units, make it more risky to tech straight to Tanks. (Opens up a vulnerable spot for Terran who plays "greedy") In the mid and late game, Bio will need to transistion into Tanks + other stuff.

Will this be enough to make Terran able to play "Bio Dropstyle"?
Will this be enough to make Bio pressure viable early?

PvP

We will probably still see Stalkers as the core unit. Maybe can Zealots need some kind of boost so we see more Zealots + Stalkers vs Zealot + Stalkers, followed up by Reavers, Sentinels, Archons, Scouts and maybe Carriers. (If we find a good balance so all alternative tech routes are possible to get)

Potential boost for Zealots: The Charge upgrade for Zealots gives permanent speed, as now, but ALSO a small activated ability. (Increases speed further for 2-3 seconds, with long cooldown) Would make them stronger at engaging Stalkers, Hydras and run into Spider mines to drag them into enemy tanks.


Oh well,

I just wanted to share this. I do not say this is perfect or anything. Maybe Marauder and Immortal add much more to the game. This was merely a potential way of "solving" the old gameplay problems, while at the same time try to keep the current good match-up dynamics. But if Marauder and Immortal can add more depth to the game, we shall continue on that road.
I will try to look for a solution.
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-07-23 11:45:45
July 23 2013 11:32 GMT
#6755
- Stalkers alone will can not handle Terran pressure. Weaker Marines vs non-armored will make Zealots play a more important role.


Why not? Mass stalkers will rape marines (combat shield won't that much of a difference I think), and if he happens to drop tanks, then you add in a couple of zealots. But if he has tanks his army is pretty immobile nevertheless.

Basically, I belive we should focus on making it nececsary for protoss to go to tier 2 vs terran bio (immortals/sentinels/scouts) and mix them in with gateways. This will likely give terran a production advantage which probably give better gameplay. At the same time neither of the tier 2 units must be "prevent-units". Scout currently has a bit too much movement speed which makes it good at preventing drops. I would like to see a lower movement speed and then it can be compensated with the new phase missile - sounds awesome.

Better unsieged tanks should go through regardless of what happens I think.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-23 11:53:20
July 23 2013 11:45 GMT
#6756
I will try to sketch for a "full picture" solution with Immortal and Marauder in the game.

Regarding Stalkers vs Marines, this is ofc just in theory we play with the values.

Stalkers with 14 dmg vs Marines would kill them in 4-shots. (If Combat shield gives +10 life, it takes 5 shots. If it gives +15 life, it takes 6 shots.) If Medics start with 75 energy all of them can heal AND cast Matrix from the start, which would help a lot in Marine vs Stalker engagements. (+15 HP Combat shield would still make Marines die from 3-shots from Lurkers)

T can skip tanks if he want, at least in early/mid game, if we give Reapers the old G-4 Charge ability, which had some usage vs armored units and structures. This gives cheap and strong mobility to the Terran bio army, without the need of teching to drop. (T will probably need Tanks later though, kinda as now)

But this is just speculations from my part.
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-07-23 12:00:19
July 23 2013 11:50 GMT
#6757
On July 23 2013 20:45 Kabel wrote:
I will try to sketch for a "full picture" solution with Immortal and Marauder in the game.

Regarding Stalkers vs Marines, this is ofc just in theory we play with the values.

Stalkers with 14 dmg vs Marines would kill them in 4-shots. (If Combat shield gives +10 life, it takes 5 shots. If it gives +15 life, it takes 6 shots.) If Medics start with 75 energy all of them can heal AND cast Matrix from the start, which would help a lot in Marine vs Stalker engagements.

T can skip tanks if he want, at least in early/mid game, if we give Reapers the old G-4 Charge ability, which had some usage vs armored units and structures. This gives cheap and strong mobility to the Terran bio army, without the need of teching to drop. (T will probably need Tanks later though, kinda as now)

But this is just speculations from my part.


+ 15 HP combat shield. Hmm. Yeh that would definitely make them a lot more tanky vs stalkers.
But also, I am not sure how protoss is supposed to beat mech without immortals? I mean sentinels with just zealots/stalkers isn't that good.

Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-07-23 14:55:05
July 23 2013 12:00 GMT
#6758
But also, I am not sure how protoss is supposed to beat mech without immortals? I mean sentinels with just zealots/stalkers isn't that good.


Yea, that might be a problem. Pure Gateway units damage output is not cost efficient vs a sieged up Terran mech army with Spider Mines. (On the other hand, Gateway units should be weak if Terran gets into the right position. However, unsieged and without Spider mines, Gateway units > Mech)

Probably would Protoss have to rely on other Tier 2 and Tier 3 units:
- Corsairs to lift up tanks? (Realistic?)
- Scouts with new Phase Missile?
- More use of Safeguard?
- More use of Carriers and Arbiters?
- Better Charge for Zealots, so they can engage mech easier? (Less Stalkers, more Zealots in the composition)
- Better Archons who can survive better vs Siege tank shots?

If Protoss Tier 2 air is stronger (Scouts, Sentinel) it forces more Marines from Terran in the early/mid game, except in the late game when Goliaths hit the field. More Marines = Less resources for Vultures + Tanks, which makes Zealots indirectly stronger?

Also Spider mines might be too good atm? It never punishes Terran?

One problem might be that it is too "hard" to rely on support units to help the core Gateway army. Immortals are quite easy in that regard - they can take a decent fight vs mech ATM, without just A-moving mech over completely.

Edit:
Yeah, Pacify feels quite redundant. The thought was to make Terran able to "block" a bit better, but it is for the most part quite unnecesary to do.

Now don´t get me wrong, I will aim to let the Marauder and Immortal still be in the game atm, and we need to find a way to make them more useful/better. This discussion was just a sidetrack, since I was eager to share my thoughts.

Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-07-23 12:15:30
July 23 2013 12:02 GMT
#6759
On July 23 2013 21:00 Kabel wrote:
Show nested quote +
But also, I am not sure how protoss is supposed to beat mech without immortals? I mean sentinels with just zealots/stalkers isn't that good.


Yea, that might be a problem. Pure Gateway units damage output is not cost efficient vs a sieged up Terran mech army with Spider Mines.

Probably would Protoss have to rely on other Tier 2 and Tier 3 units:
- Corsairs to lift up tanks? (Realistic?)
- Scouts with new Phase Missile?
- More use of Safeguard?
- More use of Carriers and Arbiters?
- Better Charge for Zealots, so they can engage mech easier? (Less Stalkers, more Zealots in the composition)
- Better Archons who can survive better vs Siege tank shots?

If Protoss Tier 2 air is stronger (Scouts, Sentinel) it forces more Marines from Terran in the early/mid game, except in the late game when Goliaths hit the field. More Marines = Less resources for Vultures + Tanks, which makes Zealots stronger?

One problem might be that it is too "hard" to rely on support units to help the core Gateway army. Immortals are quite easy in that regard - they can take a decent fight vs mech ATM, without just A-moving mech over completely.



Archons maybe, but kinda late tech. At the moment protoss gateway really really suck vs mech, so I don't think just a slight zealot buff is enough.

Everything else seems to be too stargate oriented (easily prevented if thats the only threat)
I think the immortal has to stay in the game. The maurauder can be removed if we can recreate the same effect (give bio mobility and production advantage) in a more interesting way, but I don't think more zealots instead of immortals is more interesting. Further, it will also lead to higher production from the protoss player.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-07-23 13:18:27
July 23 2013 12:38 GMT
#6760
Anyway, based on my TvP game vs Desive yesterday (and some other games as well vs him and Alpha), I feel like there are the following issues with TvP mech currently;

Problem 1: Mech is way way too good in a straight up fight. They should be good, but at the moment it is too extreme.

Solution: Immortals with normal armor (takes a bit less damage vs tanks) and zealots with a "weak" charge ability so you can drag mines better with zealots.

Problem 2: Early warp prism drops too strong/unforgiving if terran has an unrefined build.

Solution; Buff tanks in unsieged mode.

Problem 3: Warp tech is just bad for the matchup dynamic for a variety of reasons. It should primarily be used as an harass/multitaskbased based option in the mid/late game. At the moment it is too good to kill off drops and vulture runbys. I think the combination of;
A) Static defense as harass killers
B) Having a lot of warp gates,
C) No significant mobility disadvantage compared to your opponent,

creates a terrible game dynamic where the opponent is punished if he does anything else but turtles to 200 supply. At least one of them has to go, I previously focussed a lot on static defenses, but redeisgning (or perhaps removing) warp tech might be a more effective and simple option.

In Sc2 protoss was mostly the defender (low mobility), so warp tech didn't have such a terrible affect on the gameplay. I would also argue that warp tech is a pretty decent thing in ZvP Starbow as zerg is the more mobile race in the mid/late game.

Another problem with early warp tech + warp prism is that it makes it a neccesity for the terran player to invests in a relatively early turret ring + 1-2(3) vikings due the the warp prism inside the terrans base threat. This makes it unrealistic for him to harass him self as his army value is so low.

Solution: Make it a requirement that you have to pay for each gateway you want to transition into a warpgate.

Problem 4: Map issues that rewards stale games/turtling; Breakout, Aldaris Betrayal and the map with highgrounds to 3rd/natural (forgot the name).

Solution: Rework them/remove them. In a previous post 2 pages back (or so) I listed specific suggestions.

Problem 5: Protoss can deny drops a bit too easily if he gets an advantage. I think this is kind of a "momentum" effect. If you get ahead, it just snowballs a bit too much for my taste. The problem is that once the protoss gets ahead he can afford to invest into "prevent stuff", like pylon spotters, extra observers, cannons, scouts.

Basically, I believe this should occur;
Protoss gets ahead: We see awesome gameplay
Terran gets ahead: Wee some awesome gameplay
Even game: Awesome gameplay

I don't wanna see awesome gameplay only if the players have very refined builds and get even into the midgame. Comebacks should be made possible by aggression rather than just turtling.

Solution: Scouts movement speed reduced and warp tech weakened (see my previous suggestion)


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