• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:32
CEST 20:32
KST 03:32
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8[ASL21] Finals Preview: Two Legacies21
Community News
ZeroSpace at Steam NextFest - Last free demo16Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4
StarCraft 2
General
Yamato Cup Series Is the larve respawn broken? What kind of tool would you be interested in? StarCraft II 5.0.16 PTR Patch Notes may 26th Daily SC2 Player Grid - feedback wanted
Tourneys
GSL CK #4 20-21th June Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Crank Gathers Season 4: BW vs SC2 Team League Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 531 Experimental Artillery Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed
Brood War
General
STARCRAFT MOVIE - Last Night at the Command center BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Battle cruiser feet vs Carrier fleet Fact based Zerg Upgrade Tier List
Tourneys
CSLAN 4 is Coming! [Megathread] Daily Proleagues Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Why doesn't anyone use restoration? Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile ZeroSpace at Steam NextFest - Last free demo ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor 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
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9124 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 States711 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 Ireland27015 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
Patches Events
17:00
Patches' Patch Clash #8
RotterdaM585
davetesta22
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 585
ByuN 539
BRAT_OK 83
StarCraft: Brood War
Britney 18472
Hyuk 461
Dewaltoss 144
Pusan 32
Free 27
910 23
Sacsri 12
Dota 2
XaKoH 609
Counter-Strike
fl0m10972
summit1g7713
Heroes of the Storm
Khaldor320
MindelVK7
Other Games
gofns72975
tarik_tv21498
Grubby4141
singsing1998
FrodaN1391
Mlord674
PiGStarcraft524
KnowMe54
Organizations
Other Games
EGCTV1275
gamesdonequick1112
WardiTV696
StarCraft: Brood War
UltimateBattle 35
StarCraft 2
angryscii 9
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• Reevou 9
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• 80smullet 17
• blackmanpl 12
• Michael_bg 7
• Pr0nogo 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Counter-Strike
• C_a_k_e 2069
Other Games
• imaqtpie774
• Shiphtur167
Upcoming Events
BSL22 NKC (BSL vs China)
28m
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
5h 28m
WardiTV Weekly
16h 28m
Monday Night Weeklies
21h 28m
Sparkling Tuna Cup
1d 15h
The PondCast
2 days
Douyu Cup 2020
3 days
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
Douyu Cup 2020
4 days
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
5 days
Maestros of the Game
5 days
herO vs Classic
Maru vs Serral
[ Show More ]
BSL22 NKC (BSL vs China)
5 days
Douyu Cup 2020
6 days
BSL22 NKC (BSL vs China)
6 days
Liquipedia Results

Completed

Proleague 2026-06-19
uThermal 2v2 2026 Main Event
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light HT
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.