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[D] Terran, TvP and game-design - Page 11

Forum Index > StarCraft 2 Strategy
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RaE21
Profile Joined September 2010
United States260 Posts
October 02 2011 08:19 GMT
#201
I completely agree with the OP, the tank is in a sad state for TvP and really holds back the potential for great possibilities. Even if they do restore the tank back to 60 damage, I still feel that the current state of the game with immortal range, blink stalkers, etc etc all will still hard counter a mech style. Right now, TvP is like what the OP said: massing, concave, and core spellcasters from both sides praying to get spells off. 2 EMPS landed and Terran wins, 2-3 storms landed from templar and Protoss win.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-10-02 09:06:28
October 02 2011 09:04 GMT
#202
So what's the conclusion? In the OP you write that you don't know what can be done about it, and you don't think that there will be something done (while I do believe that HotS will bring a new mech unit, or at least change Mech in a way)

Buff the Tanks damage? - it would break current TvT (only Mech viable then) and TvZ (Roaches would become useless, Ultras would go from useless to unuseable, Infestors would suffer extremly)
Buff the Tanks splash? - again TvT (only Mech viable then) and TvZ (no more zerglings, banelings, roaches)
Buff the Tanks HP? - might not turn out too imbalanced, though it would definatly be a big buff against biobased compositions in TvT (no more stimming into "thin" tanklines) and TvZ (less risk of getting sniped by mutas, banelings would be shot more often in combats...); it also wouldn't really help a lot vs P in my eyes
Spidermines on Hellions? - they already grant mapcontrol in TvZ; also zerg has no unit to kill spidermines until T3 and don't forget, overlords aren't detectors anymore, so spidermines would naturally be stronger against Zerg than in BW; (also you couldn't punish a terran anymore for not sieging, because you would permanently charge into spidermines... not to mention how freaking imba reactored spidermines of a unit that already fights well would be)
buff Thors? - No! Mass Thor is already so extremly strong, that zerg can't deal with it in higher amounts... Also it would break your Tankline philosophy, because at some point you really wouldn't care to build Tanks anymore, because Thor/Hellion is just better

Terran resolves around Marines now, a unit that is so fundamentally and extremly overpowered, that everything else has to suffer. wait for HotS!
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
October 02 2011 09:43 GMT
#203
On October 02 2011 18:04 Big J wrote:
So what's the conclusion? In the OP you write that you don't know what can be done about it, and you don't think that there will be something done (while I do believe that HotS will bring a new mech unit, or at least change Mech in a way)

Buff the Tanks damage? - it would break current TvT (only Mech viable then) and TvZ (Roaches would become useless, Ultras would go from useless to unuseable, Infestors would suffer extremly)
Buff the Tanks splash? - again TvT (only Mech viable then) and TvZ (no more zerglings, banelings, roaches)
Buff the Tanks HP? - might not turn out too imbalanced, though it would definatly be a big buff against biobased compositions in TvT (no more stimming into "thin" tanklines) and TvZ (less risk of getting sniped by mutas, banelings would be shot more often in combats...); it also wouldn't really help a lot vs P in my eyes
Spidermines on Hellions? - they already grant mapcontrol in TvZ; also zerg has no unit to kill spidermines until T3 and don't forget, overlords aren't detectors anymore, so spidermines would naturally be stronger against Zerg than in BW; (also you couldn't punish a terran anymore for not sieging, because you would permanently charge into spidermines... not to mention how freaking imba reactored spidermines of a unit that already fights well would be)
buff Thors? - No! Mass Thor is already so extremly strong, that zerg can't deal with it in higher amounts... Also it would break your Tankline philosophy, because at some point you really wouldn't care to build Tanks anymore, because Thor/Hellion is just better

Terran resolves around Marines now, a unit that is so fundamentally and extremly overpowered, that everything else has to suffer. wait for HotS!


Did you read an interview with Browder ? He says that Terran is now pretty much finished.. They will be maybe tweaking some units but adding of new units will come down to zergs and tosses only (for toss mainly because of lack of cheesy variety in early game apparently - thats what he said)... Terran is flexible as shit already and you would like to have an other unit.. pfffffffffffffff
"AFTER LOST GAME - I usually run around in circles yelling "WHY OH GOD WHY" in my room, pointing towards the sky. After 5 to 10min ,i get tired and go back to playing"
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2011-10-02 09:46:38
October 02 2011 09:44 GMT
#204
On October 01 2011 06:16 Thorzain wrote:
I feel that TvP IS really micro intensive. EMP everything, move your units out of storms, focus fire individual colossi with vikings and kite zealots if he's zealot heavy. And while you're kiting zealots you have to move back your ghosts so that they dont all get killed in the blink of an eye. All these things at the same time. It's freaking hard if you ask me!


It certainly IS micro intensive but I believe the meaning of his post is Marine Marauder does not feel Terran at all and i agree with the OP 100%

Look through all my posts and you'll see like 90% of them are me whining for my Mech TvP back as I am absolutely disgusted with the Marauder and now having to start playing Bio all the time. I don't feel anything like Terran when I make the Marauder.

Honestly changes I feel that could help make Mech useful in TvP again would be to:

1. Bring the hellions base damage to 10 and double the fire rate but remove the pre-igniter upgrade (helps to deal with early immortals)

2. Spider Mines

3. Goliaths instead of Vikings although let the Goliaths use air Damage against Collosus instead of ground damage.

4. Make the Siege Tanks damage 35+20 vs armored (allows them to 3 shot unupgraded stalkers at the start to help defend close position 4 gates.)
-Also make it 2 supply again and 100 gas
-A huge problem with Mech is that you can only ever have 2/3 the amount of tanks you could in BW which sucks regardless of smart fire.
-Also the fact that tanks burn so much gas with the extra 25 with that removed you could build another tank for every 4 you make bringing out earlier pushes so toss doesn't have the map by the time you get a decent push timing.

And removing the Thor and marauder. (dunno how well thors would fit in with goliaths)
Cake or Death?
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
Last Edited: 2011-10-02 09:58:42
October 02 2011 09:53 GMT
#205
+ Show Spoiler +
On October 02 2011 18:04 Big J wrote:Buff the Tanks damage? - it would break current TvT (only Mech viable then) and TvZ (Roaches would become useless, Ultras would go from useless to unuseable, Infestors would suffer extremly)

You would be looking at buffing damage to armoured and possibly massive targets. So something like 35(light)/55(armoured)/75(massive). This would still make bio viable. Ultras theoretically counter tanks since each one eats up about 9 shots (or more depending on upgrades) hence the bonus to massive. This would apply to archons as well.

+ Show Spoiler +
On October 02 2011 18:04 Big J wrote:Buff the Tanks HP? - might not turn out too imbalanced, though it would definatly be a big buff against biobased compositions in TvT (no more stimming into "thin" tanklines) and TvZ (less risk of getting sniped by mutas, banelings would be shot more often in combats...); it also wouldn't really help a lot vs P in my eyes

Instead of increasing hp, they should reduce it and make them 2 food while costing 100 gas.

+ Show Spoiler +
On October 02 2011 18:04 Big J wrote:Spidermines on Hellions? - they already grant mapcontrol in TvZ; also zerg has no unit to kill spidermines until T3 and don't forget, overlords aren't detectors anymore, so spidermines would naturally be stronger against Zerg than in BW; (also you couldn't punish a terran anymore for not sieging, because you would permanently charge into spidermines... not to mention how freaking imba reactored spidermines of a unit that already fights well would be)

You know what would be great? A speed upgrade on the hellions + either the spidermine upgrade OR the normal BF upgrade. Allows the T to either invest heavily into the hellion since its going to be the core unit, while increasing the risk for going BFH drops. Also reduces hellion runbys somewhat into the main during early game.

Spider mines can be cleared by a single speedling heading in one direction. Unless the mines themselves have smart A.I lol

+ Show Spoiler +
On October 02 2011 18:04 Big J wrote:buff Thors? - No! Mass Thor is already so extremly strong, that zerg can't deal with it in higher amounts... Also it would break your Tankline philosophy, because at some point you really wouldn't care to build Tanks anymore, because Thor/Hellion is just better

Something needs to be done with the strike cannons period. Anything either than its current implementation would be a buff.

Well, pretty much wait for HOTS and the protoss expansion is the answer since theres so much one can do with number tweaking. I wonder what the protoss players would say with regards to warp gates/weak gateway units or gateways/stronger gateway units/HTamulet back.
sunman1g
Profile Joined May 2011
United States334 Posts
October 02 2011 09:57 GMT
#206
god if you had to mech in all 3 match ups i'd rather play another game.


i do not understand people loving mech so much.
clearly not hardcore terran players...

TvT is already going in that direction.
in TvZ you can go marine/tank or almost pure mech with ghosts later on.

if TvP was marine/tank or any bullshit like that i'd seriously quit playing/watching starcraft.
i like MMM+V+G play vs P and I think its fun to watch.

as thorzain stated it's also pretty hard to micro
Big J
Profile Joined March 2011
Austria16289 Posts
October 02 2011 10:04 GMT
#207
On October 02 2011 18:43 YosHGo wrote:
Show nested quote +
On October 02 2011 18:04 Big J wrote:
So what's the conclusion? In the OP you write that you don't know what can be done about it, and you don't think that there will be something done (while I do believe that HotS will bring a new mech unit, or at least change Mech in a way)

Buff the Tanks damage? - it would break current TvT (only Mech viable then) and TvZ (Roaches would become useless, Ultras would go from useless to unuseable, Infestors would suffer extremly)
Buff the Tanks splash? - again TvT (only Mech viable then) and TvZ (no more zerglings, banelings, roaches)
Buff the Tanks HP? - might not turn out too imbalanced, though it would definatly be a big buff against biobased compositions in TvT (no more stimming into "thin" tanklines) and TvZ (less risk of getting sniped by mutas, banelings would be shot more often in combats...); it also wouldn't really help a lot vs P in my eyes
Spidermines on Hellions? - they already grant mapcontrol in TvZ; also zerg has no unit to kill spidermines until T3 and don't forget, overlords aren't detectors anymore, so spidermines would naturally be stronger against Zerg than in BW; (also you couldn't punish a terran anymore for not sieging, because you would permanently charge into spidermines... not to mention how freaking imba reactored spidermines of a unit that already fights well would be)
buff Thors? - No! Mass Thor is already so extremly strong, that zerg can't deal with it in higher amounts... Also it would break your Tankline philosophy, because at some point you really wouldn't care to build Tanks anymore, because Thor/Hellion is just better

Terran resolves around Marines now, a unit that is so fundamentally and extremly overpowered, that everything else has to suffer. wait for HotS!


Did you read an interview with Browder ? He says that Terran is now pretty much finished.. They will be maybe tweaking some units but adding of new units will come down to zergs and tosses only (for toss mainly because of lack of cheesy variety in early game apparently - thats what he said)... Terran is flexible as shit already and you would like to have an other unit.. pfffffffffffffff


do you have a link to that interview? Terran is not flexible as ***. Marines are!


On October 02 2011 18:44 Raiznhell wrote:
Show nested quote +
On October 01 2011 06:16 Thorzain wrote:
I feel that TvP IS really micro intensive. EMP everything, move your units out of storms, focus fire individual colossi with vikings and kite zealots if he's zealot heavy. And while you're kiting zealots you have to move back your ghosts so that they dont all get killed in the blink of an eye. All these things at the same time. It's freaking hard if you ask me!


It certainly IS micro intensive but I believe the meaning of his post is Marine Marauder does not feel Terran at all and i agree with the OP 100%

Look through all my posts and you'll see like 90% of them are me whining for my Mech TvP back as I am absolutely disgusted with the Marauder and now having to start playing Bio all the time. I don't feel anything like Terran when I make the Marauder.

Honestly changes I feel that could help make Mech useful in TvP again would be to:

1. Bring the hellions base damage to 10 and double the fire rate but remove the pre-igniter upgrade (helps to deal with early immortals)

2. Spider Mines

3. Goliaths instead of Vikings although let the Goliaths use air Damage against Collosus instead of ground damage.

4. Make the Siege Tanks damage 35+20 vs armored (allows them to 3 shot unupgraded stalkers at the start to help defend close position 4 gates.)
-Also make it 2 supply again and 100 gas
-A huge problem with Mech is that you can only ever have 2/3 the amount of tanks you could in BW which sucks regardless of smart fire.
-Also the fact that tanks burn so much gas with the extra 25 with that removed you could build another tank for every 4 you make bringing out earlier pushes so toss doesn't have the map by the time you get a decent push timing.

And removing the Thor and marauder. (dunno how well thors would fit in with goliaths)



You have any clue about balancing? Increasing hellion damage to 10 and doubling the fire rate, so it has Marine like dps against nonlight and stimmed marine like dps against light but with splash and then add spidermines to them while it still remains the most mobile ground unit in the game that doesn't cost gas and can be reactored???
Remove vikings so that Terran has no Air to Air unit?
Make tanks even better/cheaper, to further strengthen 1-1-1
Remove the marauder so that you can make sure bio is unplayable in most scenarios, because you don't like it?

Go play broodwar, if you want to play Mech instead of having a variety of strategies!
Raiznhell
Profile Joined January 2010
Canada786 Posts
October 02 2011 10:09 GMT
#208
On October 02 2011 18:57 sunman1g wrote:
god if you had to mech in all 3 match ups i'd rather play another game.


i do not understand people loving mech so much.
clearly not hardcore terran players...

TvT is already going in that direction.
in TvZ you can go marine/tank or almost pure mech with ghosts later on.

if TvP was marine/tank or any bullshit like that i'd seriously quit playing/watching starcraft.
i like MMM+V+G play vs P and I think its fun to watch.

as thorzain stated it's also pretty hard to micro


Us REAL hardcore Terrans don't want Mech in EVERY match up we simply don't want Marauder spam in TvP, it's an absolutely disgusting unit that isn't Terran at all. It screams Protoss EZ mode.

I still want to see lots or marines in TvZ i actually eventually want to see a Marine/Ghost/Raven composition come out that would be similar to SK Terran style in BW.

I don't understand how new Terran can appreciate a unit like the Marauder. SUPER cheap, has tons and tons of HP, can stim, slows units so you don't have to micro well on top of all this plus dishes out way more damage than necessary.
It simply makes no sense making a unit that foolproof and mindless.
Cake or Death?
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2011-10-02 10:12:45
October 02 2011 10:11 GMT
#209
On October 02 2011 19:04 Big J wrote:
Show nested quote +
On October 02 2011 18:43 YosHGo wrote:
On October 02 2011 18:04 Big J wrote:
So what's the conclusion? In the OP you write that you don't know what can be done about it, and you don't think that there will be something done (while I do believe that HotS will bring a new mech unit, or at least change Mech in a way)

Buff the Tanks damage? - it would break current TvT (only Mech viable then) and TvZ (Roaches would become useless, Ultras would go from useless to unuseable, Infestors would suffer extremly)
Buff the Tanks splash? - again TvT (only Mech viable then) and TvZ (no more zerglings, banelings, roaches)
Buff the Tanks HP? - might not turn out too imbalanced, though it would definatly be a big buff against biobased compositions in TvT (no more stimming into "thin" tanklines) and TvZ (less risk of getting sniped by mutas, banelings would be shot more often in combats...); it also wouldn't really help a lot vs P in my eyes
Spidermines on Hellions? - they already grant mapcontrol in TvZ; also zerg has no unit to kill spidermines until T3 and don't forget, overlords aren't detectors anymore, so spidermines would naturally be stronger against Zerg than in BW; (also you couldn't punish a terran anymore for not sieging, because you would permanently charge into spidermines... not to mention how freaking imba reactored spidermines of a unit that already fights well would be)
buff Thors? - No! Mass Thor is already so extremly strong, that zerg can't deal with it in higher amounts... Also it would break your Tankline philosophy, because at some point you really wouldn't care to build Tanks anymore, because Thor/Hellion is just better

Terran resolves around Marines now, a unit that is so fundamentally and extremly overpowered, that everything else has to suffer. wait for HotS!


Did you read an interview with Browder ? He says that Terran is now pretty much finished.. They will be maybe tweaking some units but adding of new units will come down to zergs and tosses only (for toss mainly because of lack of cheesy variety in early game apparently - thats what he said)... Terran is flexible as shit already and you would like to have an other unit.. pfffffffffffffff


do you have a link to that interview? Terran is not flexible as ***. Marines are!


Show nested quote +
On October 02 2011 18:44 Raiznhell wrote:
On October 01 2011 06:16 Thorzain wrote:
I feel that TvP IS really micro intensive. EMP everything, move your units out of storms, focus fire individual colossi with vikings and kite zealots if he's zealot heavy. And while you're kiting zealots you have to move back your ghosts so that they dont all get killed in the blink of an eye. All these things at the same time. It's freaking hard if you ask me!


It certainly IS micro intensive but I believe the meaning of his post is Marine Marauder does not feel Terran at all and i agree with the OP 100%

Look through all my posts and you'll see like 90% of them are me whining for my Mech TvP back as I am absolutely disgusted with the Marauder and now having to start playing Bio all the time. I don't feel anything like Terran when I make the Marauder.

Honestly changes I feel that could help make Mech useful in TvP again would be to:

1. Bring the hellions base damage to 10 and double the fire rate but remove the pre-igniter upgrade (helps to deal with early immortals)

2. Spider Mines

3. Goliaths instead of Vikings although let the Goliaths use air Damage against Collosus instead of ground damage.

4. Make the Siege Tanks damage 35+20 vs armored (allows them to 3 shot unupgraded stalkers at the start to help defend close position 4 gates.)
-Also make it 2 supply again and 100 gas
-A huge problem with Mech is that you can only ever have 2/3 the amount of tanks you could in BW which sucks regardless of smart fire.
-Also the fact that tanks burn so much gas with the extra 25 with that removed you could build another tank for every 4 you make bringing out earlier pushes so toss doesn't have the map by the time you get a decent push timing.

And removing the Thor and marauder. (dunno how well thors would fit in with goliaths)



You have any clue about balancing? Increasing hellion damage to 10 and doubling the fire rate, so it has Marine like dps against nonlight and stimmed marine like dps against light but with splash and then add spidermines to them while it still remains the most mobile ground unit in the game that doesn't cost gas and can be reactored???
Remove vikings so that Terran has no Air to Air unit?
Make tanks even better/cheaper, to further strengthen 1-1-1
Remove the marauder so that you can make sure bio is unplayable in most scenarios, because you don't like it?

Go play broodwar, if you want to play Mech instead of having a variety of strategies!


You don't have any clue about balance either. And the problem with SC2 is no variety...you HAVE to marauder spam or you lose in TvP. Also why would you need an Air to Air when you already have amazing Ground to Air?
Cake or Death?
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
Last Edited: 2011-10-02 10:20:11
October 02 2011 10:16 GMT
#210
+ Show Spoiler +
On October 02 2011 18:57 sunman1g wrote:
god if you had to mech in all 3 match ups i'd rather play another game.


i do not understand people loving mech so much.
clearly not hardcore terran players...

TvT is already going in that direction.
in TvZ you can go marine/tank or almost pure mech with ghosts later on.

if TvP was marine/tank or any bullshit like that i'd seriously quit playing/watching starcraft.
i like MMM+V+G play vs P and I think its fun to watch.

as thorzain stated it's also pretty hard to micro




I agree with your opinion. There's presently variety in the pro-matches where TvZ feels like watching a Starship troopers movie and TvP being "Independence Day". TvT being any of the two extremes. It's fun to watch, measured and precise movements TvZ versus the fanatic build up of units for the final show down.

And again to the blue OP, I do not want to be forced play or watch SC:BW.

Could Protoss explore their higher tech to change the face of the current game state? The recent mothership changes look promising.
Cauterize the area
Big J
Profile Joined March 2011
Austria16289 Posts
October 02 2011 10:20 GMT
#211
On October 02 2011 19:11 Raiznhell wrote:
Show nested quote +
On October 02 2011 19:04 Big J wrote:
On October 02 2011 18:43 YosHGo wrote:
On October 02 2011 18:04 Big J wrote:
So what's the conclusion? In the OP you write that you don't know what can be done about it, and you don't think that there will be something done (while I do believe that HotS will bring a new mech unit, or at least change Mech in a way)

Buff the Tanks damage? - it would break current TvT (only Mech viable then) and TvZ (Roaches would become useless, Ultras would go from useless to unuseable, Infestors would suffer extremly)
Buff the Tanks splash? - again TvT (only Mech viable then) and TvZ (no more zerglings, banelings, roaches)
Buff the Tanks HP? - might not turn out too imbalanced, though it would definatly be a big buff against biobased compositions in TvT (no more stimming into "thin" tanklines) and TvZ (less risk of getting sniped by mutas, banelings would be shot more often in combats...); it also wouldn't really help a lot vs P in my eyes
Spidermines on Hellions? - they already grant mapcontrol in TvZ; also zerg has no unit to kill spidermines until T3 and don't forget, overlords aren't detectors anymore, so spidermines would naturally be stronger against Zerg than in BW; (also you couldn't punish a terran anymore for not sieging, because you would permanently charge into spidermines... not to mention how freaking imba reactored spidermines of a unit that already fights well would be)
buff Thors? - No! Mass Thor is already so extremly strong, that zerg can't deal with it in higher amounts... Also it would break your Tankline philosophy, because at some point you really wouldn't care to build Tanks anymore, because Thor/Hellion is just better

Terran resolves around Marines now, a unit that is so fundamentally and extremly overpowered, that everything else has to suffer. wait for HotS!


Did you read an interview with Browder ? He says that Terran is now pretty much finished.. They will be maybe tweaking some units but adding of new units will come down to zergs and tosses only (for toss mainly because of lack of cheesy variety in early game apparently - thats what he said)... Terran is flexible as shit already and you would like to have an other unit.. pfffffffffffffff


do you have a link to that interview? Terran is not flexible as ***. Marines are!


On October 02 2011 18:44 Raiznhell wrote:
On October 01 2011 06:16 Thorzain wrote:
I feel that TvP IS really micro intensive. EMP everything, move your units out of storms, focus fire individual colossi with vikings and kite zealots if he's zealot heavy. And while you're kiting zealots you have to move back your ghosts so that they dont all get killed in the blink of an eye. All these things at the same time. It's freaking hard if you ask me!


It certainly IS micro intensive but I believe the meaning of his post is Marine Marauder does not feel Terran at all and i agree with the OP 100%

Look through all my posts and you'll see like 90% of them are me whining for my Mech TvP back as I am absolutely disgusted with the Marauder and now having to start playing Bio all the time. I don't feel anything like Terran when I make the Marauder.

Honestly changes I feel that could help make Mech useful in TvP again would be to:

1. Bring the hellions base damage to 10 and double the fire rate but remove the pre-igniter upgrade (helps to deal with early immortals)

2. Spider Mines

3. Goliaths instead of Vikings although let the Goliaths use air Damage against Collosus instead of ground damage.

4. Make the Siege Tanks damage 35+20 vs armored (allows them to 3 shot unupgraded stalkers at the start to help defend close position 4 gates.)
-Also make it 2 supply again and 100 gas
-A huge problem with Mech is that you can only ever have 2/3 the amount of tanks you could in BW which sucks regardless of smart fire.
-Also the fact that tanks burn so much gas with the extra 25 with that removed you could build another tank for every 4 you make bringing out earlier pushes so toss doesn't have the map by the time you get a decent push timing.

And removing the Thor and marauder. (dunno how well thors would fit in with goliaths)



You have any clue about balancing? Increasing hellion damage to 10 and doubling the fire rate, so it has Marine like dps against nonlight and stimmed marine like dps against light but with splash and then add spidermines to them while it still remains the most mobile ground unit in the game that doesn't cost gas and can be reactored???
Remove vikings so that Terran has no Air to Air unit?
Make tanks even better/cheaper, to further strengthen 1-1-1
Remove the marauder so that you can make sure bio is unplayable in most scenarios, because you don't like it?

Go play broodwar, if you want to play Mech instead of having a variety of strategies!


You don't have any clue about balance either. And the problem with SC2 is no variety...you HAVE to marauder spam or you lose in TvP. Also why would you need an Air to Air when you already have amazing Ground to Air?


I'm not the one who is whining about having no variety in TvP and then suggests to remove the marauder and buff mech... It still doesn't create variety. It creates Mech instead of bio!
I would love to see Mech being played in TvP, but I fail to see this being accomplished without redesigning the game, which won't happen before HotS.

Why I want Air to Air when I already have ground to air? It creates variety! It gives me the chance to play/watch air battles!
I could ask you "why do you need amazing Mech vs P , when you already have amazing bio vs P?", but I won't because I would like that variety.
ETisME
Profile Blog Joined April 2011
12384 Posts
October 02 2011 10:24 GMT
#212
On October 01 2011 06:42 GinDo wrote:
Show nested quote +
On October 01 2011 06:25 castled wrote:
On October 01 2011 06:06 Reborn8u wrote:
+ Show Spoiler +
I totally agree with the op. I play quite a bit of terran and toss, and the match up is barely a shadow of how cool it was in BW. Putting any balance talk aside, the fact that everything from protoss counters tanks (charge,blink,immortals,voids) and the synergy of MMM, your right that it is very unlikely we'll see anything different in the near future. From the protoss point of view, I really miss arbiters and reavers. But yea the warp gate and the poopy tanks in sc2 definitely ruined such a beautiful match up.

Like the op, I sincerely hope we get a severe overhaul of the races. But honestly, I really don't like TvZ in sc2 either. The matchup seems ridiculous, 9 out of 10 times it comes down to either rushing the zergs fast expand (bunker, hellion or some other all in), or doing a 2 base tank marine timing push.

The results of these pretty much decide the game. It may go on for 15 more minutes, but was decided when these things either succeeded or failed. The zerg either defends well and gets out of control macro wise, or crippled by the 10-12 minute mark.


Agree with this and the OP. I guess the best you can say for TvZ is that there are a few variations on your attempt to cripple the zerg before 10-12 minutes, whereas for TvP it's always the same if no one allins.


That Idea about having to crush zerg before the 10 min mark is total b.s. Its a fib told by qqers. Terran can hold their own against Zerg in a long macro game. That is until BL infestor comes out. Then its gg. But thats around the 25 min mark.

that's not true anymore with now ghosts are used so often in TvZ
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
razy
Profile Joined February 2010
Russian Federation899 Posts
October 02 2011 10:54 GMT
#213
On October 02 2011 10:54 ledarsi wrote:
One of the better OP's I have read in this forum, exactly parallels my thinking on a variety of levels. Also, I am sure I am not alone in this. More people than OP, PredY, and myself have this understanding of the game.

I would like to add a few points however. Map control being the most important of them. I feel that it is simply wrong the way the current SC2 system evaluates the meaning of "map control." Right here in the TL strategy forum you will read people say things like "only one person can have map control at a time" and might even claim such a thing is "obvious." This is preposterous. Map control is simply control of areas of the map. If you control the ENTIRE map, then I suppose you have map control and the other player cannot, but that is an unusual edge case. Most of the time you should have control of some areas, and your opponent should have control of other areas.

Every race needs the tools for strong positional play. Abilities like spider mines, units like lurkers. Abilities and effects that can give a strong local advantage such as dark swarm (also positional). This is very lacking in Starcraft 2 at the moment, and creates these extremely fast, aggressive, low-tech games where defensive, reactive play is either disincentivized or purely unnecessary. All you get are better tools to aggress against the enemy army directly, which you could do equally well with MORE UNITS, having the added advantage of hitting sooner. In the event that both players play defensively, all you get is two blobs smashing into one another to decide the winner. Silly.

Localization and positional play mean the player that splits their army up effectively has a huge combat advantage. Rather than having two armies of half strength, you have two groups which significantly outperform the blob you would get if you balled them together. Divide again to amplify the effect further, down to the minimum effective combat group size determined by your opponent's force distribution.

Blizzard is almost thinking like a noob in that they are very focused on unit composition and not on tactical play- they assume you have 'an army.' This is further evidenced by their treatment of unit supply costs. Hydralisks, roaches, ultras, siege tanks, immortals, thors, colossi, motherships, all have huge supply costs to justify big 'cool' units. Starcraft would, like most strategy games, be much stronger with more units (more pieces) than with bigger arbitrary stats ("stronger" pieces, which makes no sense since strength is relative). The improved pathing and unit AI also means units blob up more effectively, which means more positional play elements should be added to incentivize splitting forces up. Splash damage is the idiot's solution because... micro, or counter to nullify splash damage dealing unit. Back to "unit composition is king" thinking.



so true defender gets very small advantages in SC2 so it makes splitting ur army and controlling key pieces of the map very hard
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
Last Edited: 2011-10-02 10:58:53
October 02 2011 10:55 GMT
#214
My favourite TvP build is 2rax FE into 4 port Marine Thor Banshee with a Raven or two, works well at Diamond
I'm sure a pro could tune it up and make it viable
How devious | http://anartisticanswer.blogspot.com.au/
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
October 02 2011 11:25 GMT
#215
In BW you didn't go mech in all matchups... Same as in SC2. And its' completely wrong to say that TvP requires no micro, it requires a huge amount of micro. It also benefits multitasking more, as drop play is much easier with bio. Tanks are super viable in 2 out of 3 matchups, isn't that enough?
VERY FRAGILE, LIKE A BABY PANDA EGG
Ayjayz
Profile Joined February 2011
Australia17 Posts
October 02 2011 11:29 GMT
#216
I believe the biggest problem with TvP is something related but different - it's the lack of any kind of positioning or zoning elements from either player. Tanks are basically the only space-control unit to remain from BW and so many of the Protoss changes in SC2 were specifically designed to combat tank lines (Blink, Charge, hardened shields, to a lesser extent graviton beam) that tanks have become nigh-useless outside of a very few situations.

The problem is, without any elements of map control or positioning, the game tends to devolve into a pure army-strength contest. Any small loss, can easily put the game completely out of reach. That means you can get into very boring games where it's just blob-vs-blob the entire game. It just gets very tedious.

I can't see Blizzard really changing it, though - it would apparently go against the entire SC2 design mindset to have Terran players able to reliably choose mech vs Protoss.
GinDo
Profile Blog Joined September 2010
3327 Posts
October 02 2011 11:47 GMT
#217
On October 02 2011 19:09 Raiznhell wrote:
Show nested quote +
On October 02 2011 18:57 sunman1g wrote:
god if you had to mech in all 3 match ups i'd rather play another game.


i do not understand people loving mech so much.
clearly not hardcore terran players...

TvT is already going in that direction.
in TvZ you can go marine/tank or almost pure mech with ghosts later on.

if TvP was marine/tank or any bullshit like that i'd seriously quit playing/watching starcraft.
i like MMM+V+G play vs P and I think its fun to watch.

as thorzain stated it's also pretty hard to micro


Us REAL hardcore Terrans don't want Mech in EVERY match up we simply don't want Marauder spam in TvP, it's an absolutely disgusting unit that isn't Terran at all. It screams Protoss EZ mode.

I still want to see lots or marines in TvZ i actually eventually want to see a Marine/Ghost/Raven composition come out that would be similar to SK Terran style in BW.

I don't understand how new Terran can appreciate a unit like the Marauder. SUPER cheap, has tons and tons of HP, can stim, slows units so you don't have to micro well on top of all this plus dishes out way more damage than necessary.
It simply makes no sense making a unit that foolproof and mindless.


I was just about to post this exactly.

Just wanted to add also that Bio is totally viable in TvZ with Raven and Ghost support like you said. And it looks way cooler because their still tons of micro involved in splitting your MM against banlings, sniping infestors, and HSM Mutas,Infestors, and banling clumps.

This is diffrent then in TvP where I mass maruaders 1at snipe his collosi with my mass vikings and emp the !@#$ out of Protoss. Maruaders make this game so dull. Their just so good. Its so stupid how fast 4 of them with stim take out a nexus.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
GinDo
Profile Blog Joined September 2010
3327 Posts
October 02 2011 11:48 GMT
#218
On October 02 2011 20:29 Ayjayz wrote:
I believe the biggest problem with TvP is something related but different - it's the lack of any kind of positioning or zoning elements from either player. Tanks are basically the only space-control unit to remain from BW and so many of the Protoss changes in SC2 were specifically designed to combat tank lines (Blink, Charge, hardened shields, to a lesser extent graviton beam) that tanks have become nigh-useless outside of a very few situations.

The problem is, without any elements of map control or positioning, the game tends to devolve into a pure army-strength contest. Any small loss, can easily put the game completely out of reach. That means you can get into very boring games where it's just blob-vs-blob the entire game. It just gets very tedious.

I can't see Blizzard really changing it, though - it would apparently go against the entire SC2 design mindset to have Terran players able to reliably choose mech vs Protoss.


This has to be one of the smartest things I read from this thread as of yet.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
October 02 2011 11:48 GMT
#219
Tanks costing 125 gas and 3 food is a downer compared to BW, but I'm curious to see how a change to 100 gas and 2 food would affect the other matchups.
Mass Tank would be easier to get up but I doubt if it would make it more viable against Protoss.

Buffing tanks without affecting the other matchups is not going to be easy.
The only way I see to improve tanks vs Protoss would be to do something with the damage to shields, but that would have no use against the other matchups, which would feel out of place.

And for those thinking Bio is 1+a+stim, please try Terran yourself and you'll soon find out it's anything but. Microing the ball, focusing the Colossi, dodging storms, landing EMPs, not getting your Vikings/Medivacs/Ghosts killed off all comes into it.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Whalecore
Profile Joined March 2009
Norway1110 Posts
October 02 2011 11:52 GMT
#220
Wouldn't a tank buff make 1/2-base marine/tank pushes extremely strong? Recent GSTL I saw marineking destroy a protoss with a marine/tank/medivac timing, and it was from 2 base.
Playgu
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