• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:02
CEST 13:02
KST 20:02
  • 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
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
A cwal.gg Extension - Easily keep track of anyone ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Behind the scenes footage of ASL21 Group E BW General Discussion
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E Azhi's Colosseum - Foreign KCM 🌍 Weekly Foreign Showmatches
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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 TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1796 users

Could the Goliath provide a better solution? - Page 2

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 All
blug
Profile Joined February 2011
Australia623 Posts
September 10 2012 05:29 GMT
#21
Just replace the skin, it doesn't make sense for a mechanical walking unit to move that fast.
Derp
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
September 10 2012 09:27 GMT
#22
I really do think they should revert the warhound to what it was (the AA) and keep the thor as well.

Thor is awful at AA other than attacking mutalisks...
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
althaz
Profile Joined May 2010
Australia1001 Posts
Last Edited: 2012-09-10 12:25:05
September 10 2012 12:03 GMT
#23
As pretty much everybody has said since the warhound was first introduced (at Blizzcon?), it's crap, replace it with the Goliath.

The Goliath + battle hellion + widow mine makes mech truly viable in TvP. Right now Mech (with ghosts) can be strong, but it's open to way too many timings because tanks are weaker and there's no spider mines (also warp-ins, immortals and blink, oh my).

If there's a range upgrade to give 9-10 AA range on the goliath, it also makes fighting broodlords semi-possibly, without having to resort to vikings.
The first rule we don't talk about race conditions. of race conditions is
Jasiwel
Profile Joined June 2012
United States146 Posts
September 10 2012 20:19 GMT
#24
On September 10 2012 21:03 althaz wrote:
As pretty much everybody has said since the warhound was first introduced (at Blizzcon?), it's crap, replace it with the Goliath.

The Goliath + battle hellion + widow mine makes mech truly viable in TvP. Right now Mech (with ghosts) can be strong, but it's open to way too many timings because tanks are weaker and there's no spider mines (also warp-ins, immortals and blink, oh my).

If there's a range upgrade to give 9-10 AA range on the goliath, it also makes fighting broodlords semi-possibly, without having to resort to vikings.

And this is the problem I saw with it. It just seems to me that Blizz was trying to make itself look creative and thus created a pretty boring, clashing, and shitty unit altogether.

As far as the Viking is concerned, that's another reason why I want the "Titan" to be more ground-orientated and more of an air deterrent than a direct counter, so that Vikings still have purpose as an Anti-Air/Mech unit. I feel Mech needs that unit earlier on that it can at least deter aerial units (while not outright beating them, so Muta harassment can be fended off if your Micro/Scouting is good, but not straight up beat) before Thor.
Sufinsil
Profile Joined January 2011
United States760 Posts
September 11 2012 03:08 GMT
#25
On September 10 2012 12:34 MasterCynical wrote:
The Thor most likely will never be cut due to the collector edition special skin, there will be alot of people that will feel cheated if the Thor is cut for Hots, and blizzard probably doesn't want that situation to happen.


I play mostly random, but honestly I think I never noticed the skin ever when I play.
Astynax
Profile Joined September 2012
Canada3 Posts
September 11 2012 04:30 GMT
#26
My solution here: http://us.battle.net/sc2/en/forum/topic/6521293507 on the blizz forums. Initially made an account to spread the thought but 3 day trial prevents me from posting.

Swap role of Thor & Warhound instead

Current state
Thors:
Anti air for terran mech primarily vs muta and also a front line unit to soak up damage

Warhounds:
Designed to be a siegebreaker - anti mech but ends up being a major anti protoss
However, currently it is also being used very effectively as a reaver and effective base D due to speed

Suggestion
Thor:
In WoL, thors arent used against protoss because theyre too slow, expensive and countered by immortals & chargelot. They are used vs zerg and sometimes in TvT for anti viking or to soak up damage against tank lines. If blizz wanted an anti siegeline unit, this should be it. It takes a lot of tank fire and isnt splashed much due to its' size, so a small group of would be capable of breaking siege lines if they were given haywire that HOTS warhounds have now. It would again be limited by cost, size and slow movement, which would make it not seen vs Protoss and would be difficult to mass unlike the warhound.

Take away its' anti air ability and it will be used for purely anti ground mech vs terran. It would still do ok against zerg with the normal auto attack, be used vs T against other mech (also effective vs warhounds) but too slow and expensive to make a large number of to be the primary army. An ability such as haywire SHOULD NOT be able to be massed

Warhound:
Give the warhound the ability to shoot air but due to the lower cost than thors either take away the splash or reduce the anti air damage significantly thus making the warhound the AA for mech play. Given their current speed, it is better suited to fend off fast moving mutas or drops for which mech is vulnerable. It would also still do sufficient damage against ground units and is easily massable.

With the proposed changes, the matchups would be affected as follows
Against T: Warhounds to act as the anti air and the main fodder in a mech army. Thors could be moved in or medivac dropped to haywire tanks if an opening is left or to flank effectively thus requiring positioning and careful use of the haywire ability to break siege lines rather than a simple A move warhounds. It would also make players have to balance between expensive, high dps units like tanks & thors with fodder units like marine, hellion and warhound rather than just massing warhounds.

A hard counter to a unit should not be more of that unit (see warhound vs warhound…). As such, if a lot of thors are made marine, marauder should be able to shred it so a balance has to be made in mech with tanks and hellions vs MM. Warhounds would just be the mech AA and fast response to drops.

Against Z: AA against muta would be still achieved using warhounds. Thors would likely not be made, therefore matchup stays similar to how it is currently. Furthermore, siegeline breakers would remain to be broodlords as it is currently, in addition to burrow charge ultra or swarmhost.

Also due to the viper cloud, it would be easy to blind the thors and have mutas mop up ALL of the mech if thors were left as the primarly mech AA. However, with more warhounds out on the field it would be harder to just hard counter mech with 1 spell on and a muta flock. This would also be augmented by the fact that thors are SLOW, which would make it difficult to move out of an AOE spell that prevents them from shooting air. Mutas should remain as harass units, not the hard counter to mech along w the viper. Z has a lot of options to break siege lines already.

Against P: No more massable haywire and makes thors slightly more viable due to their heavy anti mech ability so well placed thors would do significant damage to a deathball (which blizz wants to go away from). Mech will be extremely viable due to battle hellions vs zealot; tanks vs armored; haywire vs immortals and would take micro to make sure each units is attacking the right thing to pick apart a deathball, while a deathball would still do heavy damage, thus making this matchup a huge slugfest rather then deathball "A" moving over mech in WoL or warhounds+hellion "A" moving over deathball in HOTS. Taking away haywire from wahounds would prevent mech as anti everything protoss as it is right now. New protoss units have no effect

Also to note that terran ground AA is limited to marines. While probably the best AA in the game, late game marines have too low of HP which very die fast thus causing the problem of T having a weak end game. They need marines, but marines don't fare as well late game as the end game units of other races. For a stronger late game T, they can eventually replace marines with warhounds.

Also for ground AA
Protoss: stalker, archon, sentry
Zerg: queen, hydra, infested terran
Terran: marine, autoturret, thor

Turrets are so rarely seen and marines end up being the main AA for terran, yet are an inflated food supply much like a zerg army maxed on roaches seem like a high food count army, but do much less than you would expect. Swap out the thor in that list and put warhound in and you have a better late game ground AA that doesnt die in 1 hit and isnt dreadfully slow

EDIT: Reader solutions from the change added here so more people will see it
DeadWombat

The Thor was originally billed to be a "tip of the spear" unit anyway, which is ironically what the Warhound is doing now. Giving the Thor the Haywire would really let it fulfill the intended function that it originally had. I am rather certain no one would miss the Thor's 250mm cannons, either. Fun idea but it was never really able to be utilized that well.
So if the Thor loses the cannons (and its energy), that would leave High Templar with one less thing to counter as well, making Thors even MORE viable against protoss.


Laowai
Protoss and Terran players with the skill to outposition the thor user and target-fire it down before it can do much damage will force thor users in higher leagues to turn off autocast and spend their haywire missiles on high-priority units, like siege tanks or colossi. This micro would not be required at a lower level, but would add depth to the game... for better players than me, anyway.

Another issue it would fix is one that was actually brought up in the early design stages of HotS, and the reason the warhound was conceptualized in the first place: Thors are pretty bad against mutalisks. Two warhounds are less magic-boxable than one thor, on top of being smaller and more mobile. Their speed would also make them very useful against the new-and-improved air harass from Protoss, leading to small-army map control battles away from the deathball.




Tl;dr: Give thors haywire, warhounds anti air

targ
Profile Blog Joined December 2010
Malaysia445 Posts
September 12 2012 11:24 GMT
#27
I pretty much support the guy above me saying warhounds should be anti air and thor the mech spearhead vs ground.
http://billyfoong.blogspot.com/ my other opinions are here
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
Last Edited: 2012-09-12 12:55:17
September 12 2012 12:42 GMT
#28
This is what mech needs:

1: Thor Removed
2. Warhound Removed
3. Add in Goliath OR if warhound is not removed, remove haywire, replace haywire with Hellfire missles (or something similar), lower ground dps to 10 and lower armor to 1
4. Buff Siege Tank siege damage and Increase cost of siege mode to 150/150
5. Lower Widow Mine Supply Cost and buff the damage
ok
Velr
Profile Blog Joined July 2008
Switzerland10870 Posts
Last Edited: 2012-09-12 13:23:45
September 12 2012 13:20 GMT
#29
Just giving the Viking an (expensive) upgrade that improves his viability in gtg combat. This would solve tons of things (not unlike the Gholiat needed one to become truely good against air)...

It could also share ground Upgrades for it's air form (but start with less base ata dmg).


The Viking is allready in game.. It's just a shame that 50%+ of it's potential is not used because blizzrad seems not be willing to balance it.... There are many ways to do this aside from pure statalterations... Just increase the landingtime and suddenly flying into an enemy base is a risk even when it actually does decent on the ground.


I just don't see the need for another Mech/Walker when there is allready one in game...
GinDo
Profile Blog Joined September 2010
3327 Posts
September 12 2012 13:37 GMT
#30
On September 11 2012 13:30 Astynax wrote:
+ Show Spoiler +
My solution here: http://us.battle.net/sc2/en/forum/topic/6521293507 on the blizz forums. Initially made an account to spread the thought but 3 day trial prevents me from posting.

Swap role of Thor & Warhound instead

Current state
Thors:
Anti air for terran mech primarily vs muta and also a front line unit to soak up damage

Warhounds:
Designed to be a siegebreaker - anti mech but ends up being a major anti protoss
However, currently it is also being used very effectively as a reaver and effective base D due to speed

Suggestion
Thor:
In WoL, thors arent used against protoss because theyre too slow, expensive and countered by immortals & chargelot. They are used vs zerg and sometimes in TvT for anti viking or to soak up damage against tank lines. If blizz wanted an anti siegeline unit, this should be it. It takes a lot of tank fire and isnt splashed much due to its' size, so a small group of would be capable of breaking siege lines if they were given haywire that HOTS warhounds have now. It would again be limited by cost, size and slow movement, which would make it not seen vs Protoss and would be difficult to mass unlike the warhound.

Take away its' anti air ability and it will be used for purely anti ground mech vs terran. It would still do ok against zerg with the normal auto attack, be used vs T against other mech (also effective vs warhounds) but too slow and expensive to make a large number of to be the primary army. An ability such as haywire SHOULD NOT be able to be massed

Warhound:
Give the warhound the ability to shoot air but due to the lower cost than thors either take away the splash or reduce the anti air damage significantly thus making the warhound the AA for mech play. Given their current speed, it is better suited to fend off fast moving mutas or drops for which mech is vulnerable. It would also still do sufficient damage against ground units and is easily massable.

With the proposed changes, the matchups would be affected as follows
Against T: Warhounds to act as the anti air and the main fodder in a mech army. Thors could be moved in or medivac dropped to haywire tanks if an opening is left or to flank effectively thus requiring positioning and careful use of the haywire ability to break siege lines rather than a simple A move warhounds. It would also make players have to balance between expensive, high dps units like tanks & thors with fodder units like marine, hellion and warhound rather than just massing warhounds.

A hard counter to a unit should not be more of that unit (see warhound vs warhound…). As such, if a lot of thors are made marine, marauder should be able to shred it so a balance has to be made in mech with tanks and hellions vs MM. Warhounds would just be the mech AA and fast response to drops.

Against Z: AA against muta would be still achieved using warhounds. Thors would likely not be made, therefore matchup stays similar to how it is currently. Furthermore, siegeline breakers would remain to be broodlords as it is currently, in addition to burrow charge ultra or swarmhost.

Also due to the viper cloud, it would be easy to blind the thors and have mutas mop up ALL of the mech if thors were left as the primarly mech AA. However, with more warhounds out on the field it would be harder to just hard counter mech with 1 spell on and a muta flock. This would also be augmented by the fact that thors are SLOW, which would make it difficult to move out of an AOE spell that prevents them from shooting air. Mutas should remain as harass units, not the hard counter to mech along w the viper. Z has a lot of options to break siege lines already.

Against P: No more massable haywire and makes thors slightly more viable due to their heavy anti mech ability so well placed thors would do significant damage to a deathball (which blizz wants to go away from). Mech will be extremely viable due to battle hellions vs zealot; tanks vs armored; haywire vs immortals and would take micro to make sure each units is attacking the right thing to pick apart a deathball, while a deathball would still do heavy damage, thus making this matchup a huge slugfest rather then deathball "A" moving over mech in WoL or warhounds+hellion "A" moving over deathball in HOTS. Taking away haywire from wahounds would prevent mech as anti everything protoss as it is right now. New protoss units have no effect

Also to note that terran ground AA is limited to marines. While probably the best AA in the game, late game marines have too low of HP which very die fast thus causing the problem of T having a weak end game. They need marines, but marines don't fare as well late game as the end game units of other races. For a stronger late game T, they can eventually replace marines with warhounds.

Also for ground AA
Protoss: stalker, archon, sentry
Zerg: queen, hydra, infested terran
Terran: marine, autoturret, thor

Turrets are so rarely seen and marines end up being the main AA for terran, yet are an inflated food supply much like a zerg army maxed on roaches seem like a high food count army, but do much less than you would expect. Swap out the thor in that list and put warhound in and you have a better late game ground AA that doesnt die in 1 hit and isnt dreadfully slow

EDIT: Reader solutions from the change added here so more people will see it
DeadWombat

The Thor was originally billed to be a "tip of the spear" unit anyway, which is ironically what the Warhound is doing now. Giving the Thor the Haywire would really let it fulfill the intended function that it originally had. I am rather certain no one would miss the Thor's 250mm cannons, either. Fun idea but it was never really able to be utilized that well.
So if the Thor loses the cannons (and its energy), that would leave High Templar with one less thing to counter as well, making Thors even MORE viable against protoss.


Laowai
Protoss and Terran players with the skill to outposition the thor user and target-fire it down before it can do much damage will force thor users in higher leagues to turn off autocast and spend their haywire missiles on high-priority units, like siege tanks or colossi. This micro would not be required at a lower level, but would add depth to the game... for better players than me, anyway.

Another issue it would fix is one that was actually brought up in the early design stages of HotS, and the reason the warhound was conceptualized in the first place: Thors are pretty bad against mutalisks. Two warhounds are less magic-boxable than one thor, on top of being smaller and more mobile. Their speed would also make them very useful against the new-and-improved air harass from Protoss, leading to small-army map control battles away from the deathball.




Tl;dr: Give thors haywire, warhounds anti air



I actually really like this idea. The on'y issue is that it still does not address the Terran Siege Tank issue. Why build a Tank when I can build a WH. Not to mention that there are so many options that each race has that specifically are made to counter Tanks

Personally I think Tanks should have a 150/150 upgrade.

Maelstrom Rounds
Siege Tank's Crucio Shock Cannon deals +40 damage to primary target. Splash damage remains the same.

OR

Be moved from 3 to 2 food. This may sound a little OP. But the immobility of tanks lends it self that a Terran player cannot simply walk across the map and kill the enemy if the enemy aggressively attempts to circumvent the main Mech army. Not to mention the many tools that each race has to deal with Tanks.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
September 12 2012 14:07 GMT
#31
I think one of the main problems of the whole mech play is that blizzard designed too many anti mech tank units. The Stalker with Blink, the chargelot, the immortal etc.
So they need to think of a "mech" unit that counters all the anti mech P has.

Also you should emphasize in your OP what the Goliath should be a solution for. So what is in your opinion the problem?
Countdown to victory: 1 200!
Grendel
Profile Joined November 2010
Belgium126 Posts
September 12 2012 14:09 GMT
#32
I agree. A goliath is what would mech be balanced and fun at the same time. The fact that it's mobile makes it more fun to use and since it has a not so trong anti ground attack it will be pretty balanced from scratch.

I also think they should keep the thor, and just, like in BW make the Goliath long range single target anti air. That would make for a lot of positional fun games, where goliaths want to snipe brood lords, but can't get too close because of Infestors, but at the same time, these Infestors can't come close too due to the Siege tanks.

Further, it would remove the necessity to ALWAYS go for Vikings, which is quite boring actually.
Velr
Profile Blog Joined July 2008
Switzerland10870 Posts
September 12 2012 14:13 GMT
#33
On September 12 2012 23:09 Grendel wrote:
I agree. A goliath is what would mech be balanced and fun at the same time. The fact that it's mobile makes it more fun to use and since it has a not so trong anti ground attack it will be pretty balanced from scratch.

I also think they should keep the thor, and just, like in BW make the Goliath long range single target anti air. That would make for a lot of positional fun games, where goliaths want to snipe brood lords, but can't get too close because of Infestors, but at the same time, these Infestors can't come close too due to the Siege tanks.

Further, it would remove the necessity to ALWAYS go for Vikings, which is quite boring actually.


That sounds exactly like the Viking/Tank/Thor+Hellion or Marine vs Broodlord/Infestor dynamic we have atm?
jrdn
Profile Joined September 2010
United States132 Posts
September 12 2012 16:08 GMT
#34
Personally, I think most of the mech problems could be solved simply by altering the viking instead of adding warhound or goliath. I think the largest problem with the viking is their high cost (150,75...225 total). I wouldn't mind seeing what the game would look like if their cost was dropped down to goliath levels (100,50....150 total) and their range reduced (maybe 5 ground, 5 air....with a fusion core upgrade for +4 air range). With this setup many more people, myself included, would definitely give the ground mode some use in standard mech deployment. I do like their ground attack (decent single target dps, high rate of fire, chaingun), however, their low hp (125) and high cost make other units better substitutes in many general situations.
“The sole purpose of an opening is to achieve a playable midgame”
Warpish
Profile Joined June 2011
834 Posts
September 12 2012 17:10 GMT
#35
On September 11 2012 13:30 Astynax wrote:
Tl;dr: Give thors haywire, warhounds anti air


I proposed this same solution in another thread. It would make a lot of sense conceptually and in terms of gameplay.

It would allow the Warhound/Goliath to be a meaningfull part of a mech composition. It would also make it more useful in all matchups.

The Thor would become the siege breaker unit that it was supposed to be and also strong and durable versus mech.

Warpath
Profile Joined April 2010
Canada1242 Posts
September 12 2012 18:11 GMT
#36
small thing, but the Goliath is a 2 supply unit.
LOLingBuddha
Profile Joined February 2011
Netherlands697 Posts
September 12 2012 18:40 GMT
#37
On September 11 2012 12:08 Sufinsil wrote:
Show nested quote +
On September 10 2012 12:34 MasterCynical wrote:
The Thor most likely will never be cut due to the collector edition special skin, there will be alot of people that will feel cheated if the Thor is cut for Hots, and blizzard probably doesn't want that situation to happen.


I play mostly random, but honestly I think I never noticed the skin ever when I play.

Also thats the WoL thor, you can still play WoL as far as i know. so this is a moot point really.

in fact...it wouldnt surprise me if in HoTs your thor will look normal again.
Jasiwel
Profile Joined June 2012
United States146 Posts
September 12 2012 21:18 GMT
#38
On September 12 2012 23:07 Hryul wrote:
I think one of the main problems of the whole mech play is that blizzard designed too many anti mech tank units. The Stalker with Blink, the chargelot, the immortal etc.
So they need to think of a "mech" unit that counters all the anti mech P has.

Also you should emphasize in your OP what the Goliath should be a solution for. So what is in your opinion the problem?

I thought I emphasized my opinion clearly, but I'll state it again I guess. My problem is that the Warhound is a bland, quick-fix type unit that offers little for qualitative gameplay. In fact, you could simply state it's an over-sized, beafier Marauder that is Mechanical. Watching numerous games, in TvZ it just makes SCII more of a battle of attrition than a battle of wit and in TvP it's a very bad design choice for dealing with units intentionally designed well to counter Mech play.

I also posted what it's supposed to counter and how it counter anti-mech itself.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Season 4: Playoffs Day 5
TriGGeR vs CureLIVE!
ByuN vs Rogue
Tasteless806
IndyStarCraft 131
Rex83
CranKy Ducklings50
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 806
mouzHeroMarine 387
ProTech151
IndyStarCraft 131
Rex 83
StarCraft: Brood War
Calm 4532
Jaedong 1222
Horang2 1097
Britney 544
firebathero 368
BeSt 281
Mini 262
Soma 244
EffOrt 232
Stork 212
[ Show more ]
Leta 202
Snow 189
actioN 175
ggaemo 151
hero 131
Soulkey 125
Rush 73
Hyun 59
Backho 54
Hm[arnc] 54
Sharp 48
JYJ 37
Barracks 31
ajuk12(nOOB) 27
zelot 26
sorry 19
Shinee 16
Sexy 16
Sacsri 14
yabsab 13
scan(afreeca) 13
soO 12
Shine 12
GoRush 9
[sc1f]eonzerg 5
Dota 2
XaKoH 821
XcaliburYe682
Counter-Strike
olofmeister8104
pashabiceps822
edward85
Other Games
gofns9994
B2W.Neo319
Lowko262
crisheroes190
Fuzer 185
NeuroSwarm75
Organizations
Other Games
gamesdonequick662
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH207
• CranKy Ducklings SOOP3
• Dystopia_ 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• escodisco2649
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1477
Upcoming Events
Big Brain Bouts
4h 58m
Bly vs TBD
TriGGeR vs Lambo
Replay Cast
12h 58m
RSL Revival
22h 58m
Maru vs MaxPax
BSL
1d 7h
RSL Revival
1d 19h
uThermal 2v2 Circuit
2 days
BSL
2 days
Afreeca Starleague
2 days
Wardi Open
2 days
Replay Cast
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 20: Qualifier 1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
Escore Tournament S2: W1
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
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
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 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.