• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:01
CET 02:01
KST 10:01
  • 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 !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly 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
ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Beyond All Reason Stormgate/Frost Giant Megathread Path of Exile General RTS Discussion Thread 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
The Games Industry And ATVI US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine 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
The (Hidden) Drug Problem in…
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: 1167 users

The warhound - a deathball unit, not a "mech" unit - Page 17

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 15 16 17 18 19 20 Next All
phisku
Profile Blog Joined November 2010
Belgium864 Posts
September 07 2012 12:19 GMT
#321
why not making the mech attack like snipe and working with a cooldown like the thor strike cannon.
Kortex22
Profile Joined June 2011
France28 Posts
September 07 2012 12:27 GMT
#322
On September 07 2012 21:19 phisku wrote:
why not making the mech attack like snipe and working with a cooldown like the thor strike cannon.


you mean manually sniping Immortals and other mech units ? that would be more interesting that's right. Because in a protoss Army what matters when you play mech is Immortals and colossi : you would have to snipe about 6 units, that's achievable I believe.

Juisson
Profile Joined August 2011
Finland52 Posts
September 07 2012 13:14 GMT
#323
On September 07 2012 21:27 Kortex22 wrote:
Show nested quote +
On September 07 2012 21:19 phisku wrote:
why not making the mech attack like snipe and working with a cooldown like the thor strike cannon.


you mean manually sniping Immortals and other mech units ? that would be more interesting that's right. Because in a protoss Army what matters when you play mech is Immortals and colossi : you would have to snipe about 6 units, that's achievable I believe.


Yeah, it would be good to remove the auto-cast from the anti-mech missiles forcing players to use them like snipe. That would make warhounds still be useful at breaking tank lines and fighting mech units like immortals and collossi but at least require some kind of management from the player. As is the warhound seems really OP and basically requires no micro at all :/
Mvp | GuMiho | Leenock | HerO | TaeJa | Seed --- FXO | IM | Liquid fighting!
Mi.rai
Profile Joined October 2010
178 Posts
September 07 2012 14:00 GMT
#324
Can phoneix pick up warhound?
FortMonty
Profile Joined May 2012
United States63 Posts
September 07 2012 14:59 GMT
#325
Pheonix can pick up Warhounds yes.

I don't know, I personally like the design of the Warhound simply because it DOES branch off from the common "mech is slow" standard that has been set. I'd like to be more agile with my mech, ya know, have something to compliment my Helions when rolling around, so that maybe I'm not just doing a harass, I'm actually pushing with the helions and a warhound, I do agree the warhound needs a buff, I like the idea of making it light and giving it 125 HP, while also making it 3 supply, that sounds like a good idea to me.
Expect Nothing, Prepare for Anything.
Disconnect
Profile Joined September 2010
United States84 Posts
September 07 2012 15:26 GMT
#326
On September 06 2012 08:51 EtherealDeath wrote:
Show nested quote +
On September 06 2012 08:49 DKR wrote:
Where does leave the Thor? Why have the Warhound when you can just use a Thor which can do both without limiting it's movement?

Not suggesting (inb4 flamers), that it's balanced or that we should keep it, just that the proposal isn't a good one, or at least, isn't a fully thought out one.

Because a thor is damn expensive in every way imaginable.



I can't believe the Thor is still in the game. Having two mechwarrior style units is just redundant. One of the two should be removed.
GohgamX
Profile Joined April 2011
Canada1096 Posts
September 07 2012 15:37 GMT
#327
I'm just going to comment by saying - I hate the warhound and everything about it, especially it's appearance... I don't like its face. I really hope they decide to change it.
Time is a great teacher, unfortunate that it kills all its pupils ...
triumph
Profile Joined July 2007
United States100 Posts
September 07 2012 17:59 GMT
#328
Tactical fun. Why doesn't this game have any of this? This unit can completely fufil the thor role, become a walking turret, be given a jump jet to respond to harassment, and they could allow it to siege to fulfill mechs slowpush obligation and make able to disparate crowds with narrow beam AOE. Just attach negative mana for using abilites and then it can complement hellion transformation or slow push. Add some upgrades to mech lab for additional handles later on.
Infernal_dream
Profile Joined September 2011
United States2359 Posts
September 07 2012 18:02 GMT
#329
On September 07 2012 23:59 FortMonty wrote:
Pheonix can pick up Warhounds yes.

I don't know, I personally like the design of the Warhound simply because it DOES branch off from the common "mech is slow" standard that has been set. I'd like to be more agile with my mech, ya know, have something to compliment my Helions when rolling around, so that maybe I'm not just doing a harass, I'm actually pushing with the helions and a warhound, I do agree the warhound needs a buff, I like the idea of making it light and giving it 125 HP, while also making it 3 supply, that sounds like a good idea to me.


That's the point of mech. You want mech to be the same as bio....except better. That's stupid. You think they need a buff? Are we playing the same beta? You'r esupposed to be harrassing with hellions while building up a huge deathball mech army in your base made of thors and tanks. That's mech style. If you want an agile army you go bio. You shouldn't get both in one.
Odinsphere
Profile Joined July 2010
United States57 Posts
September 07 2012 18:03 GMT
#330
On September 07 2012 05:59 Hider wrote:


Your missing the point. Fuck balance. Fuck whether the warhound is OP or not.
What matters is the design of the unit (and I am not talking about the appearance). And its absolutely terrible. Warhound will never be an interesting unit, just like the collosus never will be, and the roach never will be.
As a terran player I want to switch race.


Why don't you interpolate this? I'm tired of reading "its a terrible design". What the hell does this mean? It was supposed to be an anti mech unit but apparently its normal attack seems a little overpowered. You make units interesting by what you do with them. How you use them with the rest of your army makes it interesting. 1a is never interesting, but lets not pretend like protoss and zerg never had similar units.
Panikmeister
Profile Joined July 2011
Germany2 Posts
September 07 2012 19:05 GMT
#331
The WarHound just ruins the game. No tactial finesse involved. Every unit in WoL seemed to be well thought through, but this warhound is the opposite. Seems Blizzard just couldnt think of a new interesting unit.
Noocta
Profile Joined June 2010
France12578 Posts
September 07 2012 19:26 GMT
#332
What I don't understand is Blizzard saying the warhound is supposed to be a good core unit for mech.
I always seen Mech as having the TANK as it core unit...
" I'm not gonna fight you. I'm gonna kick your ass ! "
Narw
Profile Joined February 2011
Poland884 Posts
September 07 2012 19:39 GMT
#333
Im gonna ignore the design philosophy of this unit for a second, but how the hell they thought 2 supply is what Warhound should be. Jesus, 1 supply roach from WoL beta seems underpowered compared to this.
di3alot
Profile Joined December 2011
172 Posts
September 07 2012 21:06 GMT
#334
its so funny/sad to see a stalker against a warhound xD
in wol they can kite marines, escape marauder without cs but now they are FUCKED. every aspect of this unit sucks.

the current state of sc2 hots is very depressing. and im starting to lose faith because none of the issues wol had have been fixed/changed. the new units are just more shit to the shit pile.
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
Last Edited: 2012-09-07 22:47:11
September 07 2012 21:13 GMT
#335
On September 08 2012 04:26 Noocta wrote:
What I don't understand is Blizzard saying the warhound is supposed to be a good core unit for mech.
I always seen Mech as having the TANK as it core unit...

It would be nice if tanks were a core unit, but they only serve 1 function outside of the mirror matchup, where yes technically tanks and marines are the core.

Against zerg, tanks are made specifically to fight banelings, since marines with micromanagement and positioning can trade for nearly everything else (not if infestors and vipers have anything to say about that!)...

If the raven or ghost were actually a respectable caster unit with usable spells against bio, you would likely never see more than 3 tanks or so built in this matchup ever again. Since both snipe and the seeker missile are both horrible, the only answer to anti-bio from zerg is the tank. My guess is that we will still see marine tank, but we will also see a larger conglomerate of mech units included, like hellions and warhounds in order to absorb damage and provide higher mobility.

Against protoss, tanks have always been pretty bad because they deal "burst" damage at long intervals, and also protoss units tend to be fatter and sturdier so they minimize the effects of splash. Also, tanks can't deal with the mobility of protoss heavy hitters like the colossus and the archon, as well as the speedy stalkers and charglots.

While the warhound IS going to be nerfed, and what is going to be nerfed is up for debate... probably some raw damage, maybe 23 -> 22 or 21... probably missiles requiring an upgrade / and or requiring energy (letting ghosts / Htemplars fight against them)... probably a supply cost increase (though that is less likely since tanks cost tons of supply)

however, what this does bring up, is that the warhound OVERperforms, and the siege tank UNDERperforms... so I wouldn't be surprised if you see a supply switch, for tanks being 2 supply, and warhounds being 3 supply...

BUT since this is all speculation, its still beta, and perhaps protoss just hasn't learned to be annoying enough with oracles and tempests?? We'll see whats going on soon!

On September 07 2012 22:14 Juisson wrote:
Show nested quote +
On September 07 2012 21:27 Kortex22 wrote:
On September 07 2012 21:19 phisku wrote:
why not making the mech attack like snipe and working with a cooldown like the thor strike cannon.


you mean manually sniping Immortals and other mech units ? that would be more interesting that's right. Because in a protoss Army what matters when you play mech is Immortals and colossi : you would have to snipe about 6 units, that's achievable I believe.


Yeah, it would be good to remove the auto-cast from the anti-mech missiles forcing players to use them like snipe. That would make warhounds still be useful at breaking tank lines and fighting mech units like immortals and collossi but at least require some kind of management from the player. As is the warhound seems really OP and basically requires no micro at all :/


Except that both snipe and thor cannons are fucking awful mechanics. The easiest way to deal with the missile autocast system is to give each shot a small energy cost:

Warhound is made with 50/200 energy, every shot takes 10-20 energy... then using abilities like EMP for terran, and feedback for protoss would allow non-mech styles to perform better against warhounds. With zerg, it wouldn't matter anyway...
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
Herect
Profile Joined January 2012
Brazil216 Posts
September 07 2012 21:50 GMT
#336
Man, they want the Warhound to be a Core unit. That means they will be like Marines, Stalkers, Roaches.

It'll never be a Spellcaster, ou a Siege Tank ou whatever "tatical" shit that some of you want to be. It's just a unit that you can a-move and don't stress about what is doing. It won't suicide itself. And still, if you kite'em and properly position them, their utility will be improved. Just watch Demu Stream. His adjusting the position of his Warhounds all fucking time trying to get a better concave.

It's not because it's a simple unit that simplifies strategies and game play. You still can do fun stuff as control map, drop it, flankat same time that smart taticals manauvers work against them. What won't work is blind counters. You don't have a "baneling" or a "collossi" that just melts it.

And, more, their attack will be nerfed, so pure warhoud compositons will probably vanish.

tarrkin
Profile Joined August 2012
Czech Republic5 Posts
Last Edited: 2012-09-07 22:51:31
September 07 2012 22:48 GMT
#337
On September 08 2012 06:50 Herect wrote:
Man, they want the Warhound to be a Core unit. That means they will be like Marines, Stalkers, Roaches.

Ya, exactly, that's the problem with them. The initial plans blizzard had with them were actually ok. First they were meant to kill mutas, void rays and stuff, much like ol' goliath (which was an uninteresting "not mech" a-move unit btw.). Then zerg players found out that infestors are better than mutas, so blizz made them the anti-stalker weapon. But they kill pretty much everything now. I think if Blizzard really sticked to their initial ideas they would actually be fine (no matter if a-move dumbcausal, or hardcore micro skillcap, or whatever...).

There are actually 2 all-round factory units already. Tank (kills everything on ground), and Thor (kills everything, except bcs and stuff). Warhounds just need to be support units. Something like nerf the railgun a lot, buff haywire and add anti-air. (Maybe nerf hitpoints) People would just made them to fill the gaps in their mechball then.
RinconH
Profile Joined April 2010
United States512 Posts
September 07 2012 22:55 GMT
#338
I'd like to see a unit that makes mech even MORE positional.

Maybe like a "super SCV" from the factory that builds bunker/turrets/depots twice as a fast so we see more slow, deliberate pushes.
architecture
Profile Blog Joined May 2008
United States643 Posts
September 07 2012 23:02 GMT
#339
To bring back real mech, three things need to be done:

1. Remove sentries
2. So that we can remove roaches and marauders
3. So that we can remove stalker blink

There are two reasons why mass stalker blink is not viable in the late game
a. They get crushed by fungal
b. They get crushed by both core bio units (M and M)

But do you see the issue with mech vs blink stalker? T doesn't have fungal. AND hellion/tank BOTH lose to blink stalker. That's why Blizzard has added in Warhound, to overpower stalker completely. This is really awful unit design, but they've really worked themselves into a hole.
tpfkan
architecture
Profile Blog Joined May 2008
United States643 Posts
September 07 2012 23:04 GMT
#340
Basically the way the game is right now is because Blizzard refuses to remove things that have been awful.

BW was largely balanced because it focused on core RTS mechanics: positioning/speed/production. There wasn't too much gimmick, you might only 1-2 types of spellcaster, and only 3 units or so in most compositions.

SC2, Blizzard just keeps introducing poorly thought out mechanics, that require even more complex workarounds. The REAL solution is to strip out the garbage that did not work.
tpfkan
Prev 1 15 16 17 18 19 20 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 8h
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 241
ProTech133
CosmosSc2 66
StarCraft: Brood War
Artosis 654
Shuttle 148
Dota 2
NeuroSwarm104
Counter-Strike
summit1g8049
fl0m1109
minikerr27
Heroes of the Storm
Khaldor246
Other Games
Grubby4391
JimRising 319
Maynarde137
XaKoH 105
Guitarcheese14
Organizations
Other Games
gamesdonequick1477
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 58
• davetesta47
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22486
League of Legends
• Doublelift5177
Other Games
• imaqtpie2104
• Scarra1821
Upcoming Events
Replay Cast
8h
Wardi Open
11h
Monday Night Weeklies
16h
WardiTV Invitational
2 days
Replay Cast
3 days
WardiTV Invitational
3 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
4 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
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
Nations Cup 2026
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.