• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:22
CET 12:22
KST 20:22
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !3Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win3Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win ComeBackTV's documentary on Byun's Career ! Did they add GM to 2v2? RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2) Winter Warp Gate Amateur Showdown #1: Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ [BSL21] RO8 Bracket & Prediction Contest BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET [ASL20] Grand Finals
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile General RTS Discussion Thread Dawn of War IV Nintendo Switch Thread
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
How Sleep Deprivation Affect…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1739 users

[Discussion] Tempest Redesign

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
WilliamBlue
Profile Joined May 2019
26 Posts
Last Edited: 2019-07-19 05:56:30
June 14 2019 12:32 GMT
#1
Hi, guys,

Just created a mod entitled Mech Viability Mod and available in the Americas region only with the purpose of redesigning the Tempest and Sentry units.

Firstly, the Tempest can now switch between the Anti-Air mode or Strafe mode (Anti-Ground mode). While in Anti-Air mode, the Tempest can only attack air units whereas in Strafe mode, the Tempest can only attack ground units and is immobile.

The purpose of redesigning it in such a way is to promote positional play for the Protoss race whereby how you position the Tempest in between modes plays a deciding factor.

The below Tempest in Anti-Air mode
[image loading]

The below Tempest in Anti-Ground mode (Strafe mode)
[image loading]

[image loading]

Secondly, the Sentry can now morph to a stationary siege unit that is the Vulcan by researching the Sentry Siege mode at the Twilight Council. The purpose of giving the Sentry a stationary siege morph ability is to promote positional play where I feel the Protoss race is lacking at the moment.

The below Sentries in Siege mode
[image loading]

The below Vulcans (Sentries in Siege mode) in action
[image loading]

Other Changes:-

Nydus maximum cargo space limited to 24. This will limit the number of Zerg units that can instantly move from one point to the other via the Nydus Network. Added a Tunneling Network upgrade at the Nydus Network to increase Nydus cargo space to 48.

The Infestor's Fungal Growth ability now slows targeted units by 50%. An Evolve Improved Fungal upgrade at the Infestation Pit is required to slow targeted units by 75% and deals 30 damage over 3 seconds.

Battlecruiser's Tactical Jump now has to be researched at the Fusion Core. Initial starting Battlecruisers with Tactical Jump is a bit too strong in my opinion.

Raven's Interference Matrix now has a lockdown upgrade at the Starport Techlab whereby it will disable/suppress the movement of the target unit. However, this upgrade requires Fusion Core and also due to its added function of suppressing movement, the energy cost of the Interference Matrix has been increased to 75 from a previous 50 vitals.

Siege Tanks now have a Research Shock Blast upgrade at the Factory Techlab which adds 30 shield damage to the Shock Cannon weapon.

The Tempest anti-ground attack has a further Quantum Core upgrade at the Fleet Beacon which adds +3 range to the ground attack.

For the Warp Prism, it's Phasing Mode now requires the Gravitic Drive research at the Robotics Bay.

Lastly, the Carrier's Graviton Catapult upgrade has been added to the Fleet Beacon.

Feel free to discuss. Thanks.


watchlulu
Profile Joined February 2013
Germany475 Posts
June 14 2019 15:26 GMT
#2
First: this is no [discussion], I suppose.
Second: I don’t have time to test the mod now, are there any additional stats changes regarding Tempest Attack Speed/ Damage or is it just the introduction of the Siege Mode for ground attack?
Have a nice day!
Avexyli
Profile Blog Joined April 2014
United States702 Posts
June 14 2019 19:50 GMT
#3
Sounds like you turned the tempest into basically a liberator to me.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
WilliamBlue
Profile Joined May 2019
26 Posts
June 15 2019 04:30 GMT
#4
On June 15 2019 00:26 watchlulu wrote:
Second: I don’t have time to test the mod now, are there any additional stats changes regarding Tempest Attack Speed/ Damage or is it just the introduction of the Siege Mode for ground attack?


Yes. There are changes in regard to the Tempest Ground Attack Damage which has been increased to 60 from 40 due to the fact that the Tempest is immobile while at Anti-ground mode. Attack speed remains the same. Also, the supply cost has been reduced to 4 from 5.

Feel free to test my mod if you have the time and thanks for your feedback.
WilliamBlue
Profile Joined May 2019
26 Posts
June 15 2019 05:04 GMT
#5
On June 15 2019 04:50 Avexyli wrote:
Sounds like you turned the tempest into basically a liberator to me.


It might be necessary considering Protoss has more a-move units than the other races. Just my point of view though.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2019-06-16 06:16:48
June 16 2019 06:15 GMT
#6
battlecruisers are already considered unbeatable in late late TvP if the game gets there, and carriers are considered stronger against mech. tempest is more commonly used to break bio into ranged liberator/ghost rather than against mech. not sure what a tempest redesign has to do with mech viability. also, top terrans have shown that mech is viable.
TL+ Member
WilliamBlue
Profile Joined May 2019
26 Posts
Last Edited: 2019-06-17 07:14:24
June 17 2019 03:10 GMT
#7
On June 16 2019 15:15 brickrd wrote:
battlecruisers are already considered unbeatable in late late TvP if the game gets there, and carriers are considered stronger against mech. tempest is more commonly used to break bio into ranged liberator/ghost rather than against mech. not sure what a tempest redesign has to do with mech viability. also, top terrans have shown that mech is viable.


What I meant is the design of the units which promotes or rewards positional play, for example, Terran has units such as Widow mines, Siege tanks and Liberators that rewards positional play or static defenses. Zerg has Lurkers and Corrosive Bile for Ravagers that revolves around positioning of units. Protoss, on the other hand, has Disruptors that rewards positioning of the purification nova. And by static defenses (in terms of units), or units that are immobile while attacking or using its abilities and by that, only widow mines, siege tanks sieged, Liberators-AG and lurkers fall into that category.

In short, what I'am trying to say is that each race should be designed around rewarding positional play of units in some degree or respect, or in other words, for example, Terrans are being punished if they siege up their tanks at the wrong moments or position, Zergs are being punished if Lurkers burrowed at the wrong moments or at wrong positions, things like that.

By the way, I just used the name Mech Viability for my mod and I hadn't change it (based on a previous mod) but really, I'am not talking about mech but rather the design of units in general which rewards good positioning of static units.
BerserkSword
Profile Joined December 2018
United States2123 Posts
Last Edited: 2019-06-18 03:20:10
June 18 2019 03:19 GMT
#8
On June 17 2019 12:10 WilliamBlue wrote:
Show nested quote +
On June 16 2019 15:15 brickrd wrote:
battlecruisers are already considered unbeatable in late late TvP if the game gets there, and carriers are considered stronger against mech. tempest is more commonly used to break bio into ranged liberator/ghost rather than against mech. not sure what a tempest redesign has to do with mech viability. also, top terrans have shown that mech is viable.


What I meant is the design of the units which promotes or rewards positional play, for example, Terran has units such as Widow mines, Siege tanks and Liberators that rewards positional play or static defenses. Zerg has Lurkers and Corrosive Bile for Ravagers that revolves around positioning of units. Protoss, on the other hand, has Disruptors that rewards positioning of the purification nova. And by static defenses (in terms of units), or units that are immobile while attacking or using its abilities and by that, only widow mines, siege tanks sieged, Liberators-AG and lurkers fall into that category.

In short, what I'am trying to say is that each race should be designed around rewarding positional play of units in some degree or respect, or in other words, for example, Terrans are being punished if they siege up their tanks at the wrong moments or position, Zergs are being punished if Lurkers burrowed at the wrong moments or at wrong positions, things like that.

By the way, I just used the name Mech Viability for my mod and I hadn't change it (based on a previous mod) but really, I'am not talking about mech but rather the design of units in general which rewards good positioning of static units.

There is nothing rewarding about using your version of the tempest. Your version of the Tempest virtually unusable.

You realize that the siege tank, defender mode liberator, and lurker have high damage output to make up for the siege features right? Your expensive siege unit capital ship cannot even 2HKO a roach.

A Tempest this nerfed makes late game PvT unwinnable.

If you want to make the protoss similar to the other races while keeping the game balanced, you need to buff certain features to compensate for nerfs.

Just my thoughts on the matter
TL+ Member
WilliamBlue
Profile Joined May 2019
26 Posts
Last Edited: 2019-06-18 05:34:12
June 18 2019 05:32 GMT
#9
On June 18 2019 12:19 BerserkSword wrote:
There is nothing rewarding about using your version of the tempest. Your version of the Tempest virtually unusable.

You realize that the siege tank, defender mode liberator, and lurker have high damage output to make up for the siege features right? Your expensive siege unit capital ship cannot even 2HKO a roach.

A Tempest this nerfed makes late game PvT unwinnable.

If you want to make the protoss similar to the other races while keeping the game balanced, you need to buff certain features to compensate for nerfs.

Just my thoughts on the matter


Alright, thanks for your feedback. Just buffed the Tempest's ground attack damage to 100 from 60 while maintaining the attack speed. I think this will do, considering it will 1 shot a hydra and with air weapons level 2 researched will 1 shot a cyclone. Once again, thanks.
Ej_
Profile Blog Joined January 2013
47656 Posts
June 18 2019 06:47 GMT
#10
On June 15 2019 14:04 WilliamBlue wrote:
Show nested quote +
On June 15 2019 04:50 Avexyli wrote:
Sounds like you turned the tempest into basically a liberator to me.


It might be necessary considering Protoss has more a-move units than the other races. Just my point of view though.

Yeah that's wrong and also a terrible take.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Proko
Profile Joined February 2011
United States1022 Posts
June 18 2019 20:46 GMT
#11
Yeah, kinda agree with ^^^ what's making protoss good right now is actually the abusively micro-able character of some of their units
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
WilliamBlue
Profile Joined May 2019
26 Posts
Last Edited: 2019-06-19 02:22:07
June 19 2019 02:03 GMT
#12
On June 19 2019 05:46 Proko wrote:
Yeah, kinda agree with ^^^ what's making protoss good right now is actually the abusively micro-able character of some of their units


What makes Protoss abusive in my opinion are its warp mechanics (warp-ins, recall etc.) and at the moment, there are complaints that warp-prism warp-ins are too abusive against zergs.

And micro aside, there is a third aspect of the game which is positioning. It is just like describing proxy stargate, robo or proxy rax where it is how you position the said structures to keep your opponent guessing. More often, positioning of units and/or structures is often overlooked apart from game macro and unit micro.

That said, it is only fair in my opinion that each race has static units which is influenced by positional play, and what more with Protoss having warp mechanics (recall).
WilliamBlue
Profile Joined May 2019
26 Posts
June 19 2019 03:01 GMT
#13
On June 18 2019 15:47 Ej_ wrote:
Show nested quote +
On June 15 2019 14:04 WilliamBlue wrote:
On June 15 2019 04:50 Avexyli wrote:
Sounds like you turned the tempest into basically a liberator to me.


It might be necessary considering Protoss has more a-move units than the other races. Just my point of view though.

Yeah that's wrong and also a terrible take.


Well, just a rant.
WombaT
Profile Blog Joined May 2010
Northern Ireland26221 Posts
June 19 2019 08:21 GMT
#14
I like the idea of looking at the Tempest as I’ve basically never liked it as a unit, but you’d have to change multiple units around to really have it fit into balance.

Aside from balance I just don’t like air units having that much range, siege tanks I like because they’re limited both by sieging and unsieging, but also by the terrain itself
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
yubo56
Profile Joined May 2014
690 Posts
June 19 2019 22:15 GMT
#15
I feel like this is doing the exact opposite of what I expected; protoss is actually pretty weak in the ultra late game right now, vs both late game ZvP (mass infestor spore + assorted support units) and vs BCs. Your change seems to hinge on "tempest anti-ground is too strong" while they hardly win games in that role
Jung Yoon Jong fighting, even after retirement! Feel better soon.
ilovegroov
Profile Joined January 2015
357 Posts
June 20 2019 08:30 GMT
#16
People need to stop to pretend that "positional play" is the same like "immobile units". You can very much do positional play with mobile units.
WilliamBlue
Profile Joined May 2019
26 Posts
June 20 2019 08:55 GMT
#17
On June 20 2019 17:30 ilovegroov wrote:
People need to stop to pretend that "positional play" is the same like "immobile units". You can very much do positional play with mobile units.


With the exception that mobile units can move while firing and immobile units can't.
WilliamBlue
Profile Joined May 2019
26 Posts
July 05 2019 13:46 GMT
#18
[Update]

The Tempest ground attack now do splash damage to ground units. In addition, Sentries have an optional stationary siege morph ability as in the above.

Other updates include limiting the Nydus cargo space to 24 and BC's Tactical Jump now requires research. Feel free to discuss. Thanks.
Skypirinha1
Profile Joined June 2018
14 Posts
July 05 2019 23:42 GMT
#19
First of all, very honorable that you are trying to contribute to ballancing and unitdesign.

I don’t find anything telling me what the sentry does... am I blind? it sieges ... an then? in the campain there are some different sentry typs like inductor, which buffs attackspeed of near allys, or is it just attacking (trickaling) faster and further?

Do you think protoss needs more anti ground splash? i dont think so. I agree on the point of motivating positional play, but that can also be achieved by making them slower, like the old tempests or broodlords.
I think the protoss army is lacking lategame spellcasters. in professional games i see only high templar with feedback and storm, rarely a mothership useing timewarp or a sentry with guardian shield in the lategame. In comparrison to terrans who have Gosts with snipe and emp (and cloak & nuke if you count those) aswell as Ravens with interference matrix, AA-Missile and autoturrets, protoss has less spells. especially zergs have many lategame spells to their disposal, Vipers, infestos with 3 spells each (and queens with transfuse).
I know that there are Abilities aswell, like the Disruprors nova and prismatic alignment, but terran (and zerg) has other units that have active abilities too (BC, Bio units’s stim, siegeing of tanks an libs, Corrosive bile,... )

that said i recommended thinking about maybe a further (researcable) spell for the sentry and an ability for the tempest that maybe helps dealing with BC’s cause that seems to be the biggest threat to a protoss lategame army.
By the way Blizzard had the idea of giving the tempest a spell in the past (testmod) but it didn’t made it through the testingphase.

and when you are ballancing and redesigning BC aswell, I would maybe completely remove tactical jump or give it a longer cooldown, cause most of the BC’s power comes just from this ability. the raw stats like damage health could then be bufft, so that it feels like a strong battleship intead of a guerillia plane that just comes to makes one big yamato shot and then have to retreat.
🚫🍷
WilliamBlue
Profile Joined May 2019
26 Posts
Last Edited: 2019-07-08 17:13:05
July 08 2019 16:36 GMT
#20
[Update]

Raven's Interference Matrix now has a lockdown upgrade as described in my first post above. This, in my opinion, will make Raven-Mech a reliable strategy in addition to the Ghost's EMP buff that can boost bio or Ghost-Mech play. This will give Terrans the needed variety against Protoss especially mech play and it will also boost their late game advantage. And in fairness, the energy cost for Interference Matrix is now 75 vitals from the previous 50 vitals.

In addition, the Tempest's anti-ground attack now has a Quantum Core upgrade at the Fleet Beacon which adds +3 range to the attack. Previously, the Tempest's anti-ground attack without a small splash damage and a further +3 range felt weak. This is due to the Tempest having to switch in between modes and I hope that with the splash and range buff, this will address the issue.


1 2 Next All
Please log in or register to reply.
Live Events Refresh
The PondCast
10:00
Episode 76
CranKy Ducklings36
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 257
trigger 18
ForJumy 7
StarCraft: Brood War
Britney 22821
Rain 4688
actioN 1812
GuemChi 1389
Horang2 1139
Soma 450
Stork 377
Larva 250
ZerO 250
Light 245
[ Show more ]
Mini 239
EffOrt 206
Last 175
Hyuk 171
Pusan 150
Sharp 143
BeSt 124
firebathero 124
Hyun 121
Zeus 98
hero 93
Rush 77
sorry 63
Barracks 59
Mind 52
JulyZerg 42
yabsab 32
Sacsri 22
soO 22
Icarus 16
JYJ 16
Mong 14
Sea.KH 12
Shine 12
Noble 11
Movie 11
Terrorterran 9
Dota 2
singsing1246
Gorgc721
XcaliburYe109
League of Legends
C9.Mang0326
Counter-Strike
olofmeister5580
shoxiejesuss863
pashabiceps597
x6flipin167
allub134
byalli123
Other Games
ceh9679
B2W.Neo559
crisheroes291
Mew2King70
Livibee52
QueenE33
Trikslyr30
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 1421
Other Games
gamesdonequick689
StarCraft: Brood War
UltimateBattle 79
lovetv 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH116
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota271
Upcoming Events
WardiTV 2025
1h 39m
Cure vs Creator
Solar vs TBD
herO vs Spirit
Scarlett vs Gerald
Rogue vs Shameless
MaNa vs ShoWTimE
Nice vs TBD
WardiTV 2025
23h 39m
ByuN vs TBD
Clem vs TBD
OSC
1d 2h
CranKy Ducklings
1d 22h
WardiTV 2025
1d 23h
SC Evo League
2 days
Ladder Legends
2 days
BSL 21
2 days
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
2 days
Ladder Legends
3 days
[ Show More ]
BSL 21
3 days
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
3 days
Wardi Open
4 days
Monday Night Weeklies
4 days
WardiTV Invitational
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.