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Why the Warhound should NOT be balanced - Page 14

Forum Index > StarCraft 2 HotS
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Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
September 11 2012 08:13 GMT
#261
I agree with everything, just like I agreed the first time and the hundreds of times after that when someone said the game was too easy and that the design-philosophy itself was broken. It hasn't helped.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-09-11 08:16:21
September 11 2012 08:15 GMT
#262
On September 11 2012 17:09 Zaphod Beeblebrox wrote:
Show nested quote +
On September 11 2012 16:41 BoZiffer wrote:
On September 11 2012 15:54 Falling wrote:
On September 11 2012 15:14 Charon1979 wrote:
On September 11 2012 14:56 Wombat_NI wrote:
On September 11 2012 14:49 Charon1979 wrote:
On September 11 2012 14:38 Wombat_NI wrote:
On September 11 2012 14:33 worldpeace30 wrote:


If you disagree with what he posted, give a reason.



l2r

Terran need an A-move unit because Zergs have lots of them? Cool reasoning, will probably improve the game long term if we follow the desires of players like you.


The question here is for WHOM you want to improve the game?
For our 2% Masters? For our 0,02% Professional Players? Or for the 70% hanging in Bronze/Silver which are even now overchallenged?
You guys need to realize that all our precious progamers, tournaments,... will crumble when the BASE just leaves for another game.

You can improve the game for the sake of improving the game. I genuinely think casual players will still enjoy it if it's well designed, as casual players tend to enjoy most games that are good. Dumbing down ends up eventually killing franchises, or at least leads to a slow diminishing of returns, I mean look at MW3 for and example of this.

It's not an issue for me if Blizzard wanted to go the casual route if they hadn't explicitly stated they wanted to make SC2 a premiere E-sports game and plowed money into WCS. It's this trying to appease two camps that will invariably create difficulties for them going forward


But improving =/= improving. You can say "Im improving the game" all day, Bronzie Joe will tell you "You kill it"
Thats exactly what happens now. Blizzard says "we are improving the game" and you keep yelling that they kill it. So for whom do you want it to improve?
"Casuals" wont eat anything you serve them. At least not for a long time. They need the feeling that they are improving over time and they want to do "cool stuff".
Now you basically tell them "learn to macro!" which is definately not "cool stuff". Its boring stuff. Staring at your base, counting workers, look at numbers,... just dont look at your army.
That equally exciting as playing "wallstreet manager 2012". The cool part comes when you actually got the boring stuff done... which is somewhere up high masters.

I agree casuals want to do cool stuff. But making warhounds and attacking with them is not doing cool stuff. Nor is making collosi doing cool stuff. Setting up a line of siege tanks and having them reign destruction down is cool stuff. A noob can do that even if they are terribly slow. But it's still fun because it destroys soooo much. (BW we'd just tell newb Terrans to just make tanks.) Getting off one powerful storm is cool stuff because it does soooo much damage. Managing to drop a reaver in the worker line and having 2 shots kill a good portion of the worker line is cool stuff. Even if they can't instantly reload it while keeping the shuttle at top speed while replenishing the scarabs.

The point is even when things are difficult to do, when a casual can pull one thing off, the results are AWESOME. The results are awesome because the units top potential is hard to reach. (Don't confuse this with non-functional units. At the base level, the units work perfectly well. It's just with mastering its execution, it's true potential can be exploited.) This allows the power of the unit too be much more powerful. When things are easy, the unit is nerfed to be balanced under the assumption that the units top potential will nearly always be reached. The results are less and become more meh and creates bland gameplay. Instead of reigning destruction, tanks are alright. Instead of storms ripping through armies, it's okay. It's all balanced, but the raw power has been sanitized.

Whereas, if a casual catches a glimpse of the raw power potential of units and tastes a bit of success with their first storm or reaver shot.... that's addicting. Difficulty isn't an issue when the reward is so great.

But the best thing of all is even if casuals aren't into super micro, the game still works by a-moving around the map. Newbs can go a very long time without making vultures and yet have lots of fun with Tanks, marines and air. It's not 'correct play,' but it's still fun play. And many casual Protoss will never use high templar. But that's okay, the power of the high templar still waits for them and they can enjoy the game just the same.


I kind of disagree with you on the Collosi. I've been teaching my brother how to play over the last few weeks. I had played a bit of BW (very casually, mostly noob only games in college) and he saw a bit of it back then visiting on occasion. He said he wanted to learn a bit of SC2 and I asked him to pick a race he might enjoy. He replied that he would like to play Protoss - digged on the higher tech superior race sort of thing. Showed him a couple of basic builds, went over the tech tree. You know what the things that he initially enjoyed most? Answer: Collosus, storm, and warp gate. 2 of the 3 things that hard core BW followers will report are 'broken' almost verbatim. He on the other hand, is the casual gamer, the one that we want to bring into the game, not alienate because it has become chess. Thats the point of SC2, its a blend between spectator sport and strategy. Its a fine line and difficult one to walk. Tanks are boring. Sorry, but they are. I love SC2. Watch even more than I play but if there is a TvT on...I work on my thesis. And my casual brother echoes the same.

That said, Warhound is a bad unit as presently implemented. I don't like the model and I don't like various attributes about it but I think it will be fine in the end. I think we need to take step back and understand that this is long process and despite what most BW die hards will say, WoL is a pretty good game. Keeps bringing me back day after day - not a bad thing.


Oh and tanks may visually be a bit more bland. But even first time players to BW quickly saw the awesomeness of 10+ tanks blasting any attacks agaist them to smithereens. Tanks are great because they feel awesome to use.


Just had to agree with that last line. I know from when I played BW (casually only mind) the sound of siege tanks sieging up near my Protoss expansion was terrifying, and then THE BOOMS! *Shudder* It frightens me a little, even now.
KT best KT ~ 2014
Hds
Profile Joined July 2011
France200 Posts
September 11 2012 08:20 GMT
#263
I said it before : take this unit out, we don't need it
Watily! ♥
FATJESUSONABIKE
Profile Joined November 2011
184 Posts
Last Edited: 2012-09-11 08:23:01
September 11 2012 08:20 GMT
#264
When I started playing War3, I felt like making rifles, a lot of rifles, and wyverns, a lot of wyverns, depending whether I was Orc or Human, all on one base, they were good damage dealers and high hp units, I hence went on w/o microing and w/o thinking.
I got dead bored after a few weeks and stopped playing for months. A friend forced me back into it a while later and I (luckily) saw some of my random team allies do cool stuff with quick/smart creeping and/or fast expanding. Needless to say this was the moment I started getting miraculously addicted to RTS games, so I could achieve the same genre of moves (perfectly described in the article, it was hard but althemore rewarding). Everytime I was starting to get annoyed and was feeling the whole thing to become redundant I was quickly discovering a harder/better/funnier mechanical gimmick to pull out, I carried on playing and improving, and as I grew older, the game was actually getting younger.
I was 15 when I massed wyverns for the first time, now I'm 22 and stupidly busier but I still can't cope without my monthly 5+ relatively high-level ladder games. And I still greatly enjoy it.

As for SC2, I bought it the day of the release, I've played 1,5k+ games on it, and I'm still hopelessly looking for the rewarding and addictive enjoyment not of playing well, but of wanting to play well.

I guess my point is, your article is great. And if it wasn't for watching esports and the whole beautiful and funny community ambiance around it, I would lose all interest in the game.

I'm most likely not the only one.
dOraWa
Profile Joined August 2012
Korea (South)53 Posts
September 11 2012 08:21 GMT
#265
You'd think people would be really up in arms about collossi with all the reasons orb mentioned.

Nope, let's just call the marauder an attack move unit (which it isn't) and equate the warhound to it....
I'm not saying I disagree; I play terran and I think the warhound is a terrible unit and should be redesigned from the ground up. Just the irony of a SC2 protoss player complaining about attack move units is sickening
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
September 11 2012 08:27 GMT
#266
On September 11 2012 17:21 dOraWa wrote:
You'd think people would be really up in arms about collossi with all the reasons orb mentioned.

Nope, let's just call the marauder an attack move unit (which it isn't) and equate the warhound to it....
I'm not saying I disagree; I play terran and I think the warhound is a terrible unit and should be redesigned from the ground up. Just the irony of a SC2 protoss player complaining about attack move units is sickening


You cannot do much about the current game, bot HotS still in beta, you have more chance to tell your point than ever.
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
September 11 2012 08:31 GMT
#267
Is blizzard aware majority of bw players are not happy? Threads like these popup once in awhile, it continues to get ignored without a voice. Bw fanbase cannot be all ignored or dismissed, who better understands the experience of playing and spectating than long time bw players?

The topic was exact reason i started watching pro, them doing difficult stuff and me trying to mimic. my skills increased exponentially afterwards. The typical micro battles(heavily focused on spell) of sc2 are not impressive at all.
age: 84 | location: california | sex: 잘함
Velr
Profile Blog Joined July 2008
Switzerland10800 Posts
Last Edited: 2012-09-11 08:40:23
September 11 2012 08:36 GMT
#268
As others have said.. The baseline problem is that many units in SC2 lack a true weakness... The units are so "average"... These 4 are probably the ones "guiltiest" of the problem:

Marauder --> Beefy, decent damage, fast, slowing shot, can be healed.
Roach --> Beefy, decent damage, fast, cheap... (it is not very supply efficient tho... But that’s not enough).
Colossus --> Beefy, awesome damage, fast, cliff walk, awesome range.
Immortal --> It's main weakness is, that the Colossus outshines it except against timing pushes which hit before you can have enough Colossi and having 1-2 more Immortals instead would save you... Which tells tons about the lolworthy power of the Colossus....

Now the Warhound shows up and is just even more of this flawed principle... It's fast, it's long range, it's good DMG (against anything...), it's not expensive, it's not even high supply... It's just so fucking (above) average that it lacks any true identity.
The Battlehellion is also such a "problem", they basically "patch out" the Hellions weakness (being low HP)...

Marines and Zerglings die very fast to any sort of AE but do good DMG when surviving (for some reasons Zerglings are weaker than in SC/BW but well...) --> This unit works (the Hydralisk woul also belong here, but it's weaknesses are to big compared to the return it gives).
Stalkers and Zealots are expensive for their stats but the Stalker is very fast (+ Blink) and the Zealot is pretty Beefy (+Charge). These work because they are different enough from everything else and do their job (which sadly mostly comes down to protecting Colossi/Templars...).
Siege Tanks... Actually "worked", but Blizzard decided to "average" them and gave them less Siege-DMG but more "normal"-DMG. They actively tried to destroy the identity of this Unit (because they made too small maps and gave it instant dmg instead of overkill).


A unit can be PURE 1A but still be "unique" and interesting because you have to handle it right... Many of the new SC2 units just don't have enough weaknesses compared to strengths which leads to boring games.

Btw: Not being able to attack Air is just not enough of a weakness...
gLFu_Ayr
Profile Joined December 2011
United States23 Posts
September 11 2012 08:58 GMT
#269
As of right now, Terran is the most difficult race to control imo. The whole bio army has to be split almost perfectly against fungals and storms for you to even have a shot of winning a battle. Even the mech army (tanks and vikings) has to be split effectively if you want any chance at winning. Zerg, on the other hand, can attack move into a Terran ball as long as fungals are good, which isn't hard to do (like 4-5 keystrokes?). Toss is a little trickier, but still easier to micro than a Terran army. The main thing Toss has to worry about is splitting their templar. It's not like it's that hard to attack move with a Protoss deathball anyway.

I think it's safe to say that Terran has the least likelihood of succeeding with a straight up attack move. Would you really try to attack into banelings/fungals and storms/colossi? So give Blizzard a break if they're finally giving Terran a unit that 1) Makes it possible for Terran to finally attack into an opponent, and 2) Allows mech to become a viable strategy in all matchups. My main concern is the second point; I'd love for mech to be viable in HotS -- with or without the Warhound. If you're not going to allow the Warhound into the game, what else will make mech viable?
Maghetti
Profile Joined May 2008
United States2429 Posts
Last Edited: 2012-09-11 09:05:54
September 11 2012 09:02 GMT
#270
I gave it some thought and this is how I think they should change the warhound: Remove its standard attack, make a haywire like missle ability that does good damage against immortals etc be its primary ground attack, and give it the ability to siege, aiming its missles at the air switching it from a ground to ground unit to a ground to air unit.

Why this setup? From what I can tell, mech was missing 4 things, a unit for map control, direct air attack units(they only have slow firing splash damage units in the thor), a unit that can fight things like lings and zealots, and something that can fight things like immortals. With a balanced functioning widow mine you have something for area control, and with battle hellions you have a unit to fight lings and zealots, now if you give the warhound a attack vs tanks and immortals in one mode and a direct damage air attack in another mode mech should pretty much be complete.

In its ground form the unit would fire fairly slowly and only at one unit at a time, making it weak to things like zerglings, but with its reasonable speed it can do things like kite to make up this deficit if micro'd, but it would still have this disadvantage, balancing out its function. When it would go into siege mode the unit no longer has the ability to attack ground units, making it weak to ground attacks lol, but it would fill a real purpose with direct damage missle shots that fire mich faster than a thor would. It also doesn't overlap with a thor since thors fire slow flash damage shots at the air while the warhound would only be doing direct damage.

Basically, this concept of a unit would be fun, skill based, and involve a great deal of decision making. The unit would gain a lot from target firing and proper control, making it extremely fun IMO. Thoughts anyone?
Kreb
Profile Joined September 2010
4834 Posts
September 11 2012 09:03 GMT
#271
On September 10 2012 15:39 -orb- wrote:
Even if you do not agree with me about high skill mechanics being necessary and even vital to the success of Starcraft 2 as an esport, what is the justification for putting in a unit that fills exactly the same role as the marauder? Terran already has an attack move, hyper mobile, tanky, high dps unit that can only attack ground. Why do they need a second one?

Didnt you just answer your own question. Because there is no mech-marauder. When was the last time you saw a Terran go mech+marauders unit comp? Warhound is the zealot of protoss, the zergling/roach of zerg, the marauder of bio. You could argue all those units should be redesigned and all made with heavy flavour abilities, but I dont see how you could argue mech was lacking one. From a balance standpoint, that was probably a very large part to mechs relatively low frequence of use in WoL. Boring? Yes. Filling a hole mech had? Absolutely.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
September 11 2012 09:12 GMT
#272
On September 11 2012 18:02 Maghetti wrote:
I gave it some thought and this is how I think they should change the warhound: Remove its standard attack, make a haywire like missle ability that does good damage against immortals etc be its primary ground attack, and give it the ability to siege, aiming its missles at the air switching it from a ground to ground unit to a ground to air unit.

Why this setup? From what I can tell, mech was missing 4 things, a unit for map control, direct air attack units(they only have slow firing splash damage units in the thor), a unit that can fight things like lings and zealots, and something that can fight things like immortals. With a balanced functioning widow mine you have something for area control, and with battle hellions you have a unit to fight lings and zealots, now if you give the warhound a attack vs tanks and immortals in one mode and a direct damage air attack in another mode mech should pretty much be complete.

In its ground form the unit would fire fairly slowly and only at one unit at a time, making it weak to things like zerglings, but with its reasonable speed it can do things like kite to make up this deficit if micro'd, but it would still have this disadvantage, balancing out its function. When it would go into siege mode the unit no longer has the ability to attack ground units, making it weak to ground attacks lol, but it would fill a real purpose with direct damage missle shots that fire mich faster than a thor would. It also doesn't overlap with a thor since thors fire slow flash damage shots at the air while the warhound would only be doing direct damage.

Basically, this concept of a unit would be fun, skill based, and involve a great deal of decision making. The unit would gain a lot from target firing and proper control, making it extremely fun IMO. Thoughts anyone?


Regarding the anti-air, I think thor + viking already is a great combination. low damage with splash and regular damage but single targeting, all with incredible range, is a great combination, on paper and in the game. The fact that both units move so ridiculously slow make them basically siege units.
The only thing that stands against it is the production cost of the thor, plus the general fragility of clumping air units against fungal growth. All units in the mech composition are too gas intensive. What would be nice is if we had a low gas anti-air unit, which would then have to suck at everything else to make it balanced (hint: goliath).
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
September 11 2012 09:13 GMT
#273
On September 11 2012 18:03 Kreb wrote:
Show nested quote +
On September 10 2012 15:39 -orb- wrote:
Even if you do not agree with me about high skill mechanics being necessary and even vital to the success of Starcraft 2 as an esport, what is the justification for putting in a unit that fills exactly the same role as the marauder? Terran already has an attack move, hyper mobile, tanky, high dps unit that can only attack ground. Why do they need a second one?

Didnt you just answer your own question. Because there is no mech-marauder. When was the last time you saw a Terran go mech+marauders unit comp? Warhound is the zealot of protoss, the zergling/roach of zerg, the marauder of bio. You could argue all those units should be redesigned and all made with heavy flavour abilities, but I dont see how you could argue mech was lacking one. From a balance standpoint, that was probably a very large part to mechs relatively low frequence of use in WoL. Boring? Yes. Filling a hole mech had? Absolutely.


You either missed his point, or justified it by treating a Bio player and a Mech player as two different races.

Speaking on the latter, you're essentially wanting all races to be practically the same and not have any unique or defining characteristics. You're implying that Mech and Bio should be allowed to played and executed the same way, even though they're two entirely different unit compositions, and give Terran as a whole two ways to accomplish the same goal of an mobile aggressive army.

That's pretty retarded, since it just takes away the fun in choosing a race, or playing a certain specific style, if it's all the same and simplified. There's no actual skill in playing both mech and bio, or one or the other when it's all practically the same.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
September 11 2012 09:15 GMT
#274
The game doesn't need to be more simplified than it already is. It's bad enough that features like automining and worker counters are removing difficulty from the mechanics of the game, we don't need to oversimplify and eliminate difficulty in strategy as well.

Less is more.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Velr
Profile Blog Joined July 2008
Switzerland10800 Posts
Last Edited: 2012-09-11 09:34:04
September 11 2012 09:18 GMT
#275
It's not filling a hole Mech had.

It's altering Mech to be Bio 2.0.
aliquis
Profile Joined September 2012
Austria38 Posts
September 11 2012 10:18 GMT
#276
Hello, i agree with you orb.

I think everything has been said numerous times already,i faintly remember even years ago during the WOL Beta serious concern about the game/unit design was voiced but unfortunatly to no avail .

To be honest, i feel frustrated about this topic.

Although i have not played any SC2 games for months, i still love the community,but most important i know of SC2 latent potential but i am afraid the responsible people for SC2 will continue their way of doing things.

A game should be first and foremost about fun, how to achieve that and keep that enjoyment in the long term is where the chaff is seperated from the wheat. But all i ever hear is people talk/write about balance.

I played similar RTS-games for years that were really bad balanced but fun. I refuse to play a balanced game that is not fun.
Embir
Profile Joined January 2011
Poland567 Posts
September 11 2012 10:37 GMT
#277
On September 11 2012 18:13 Gamegene wrote:
Show nested quote +
On September 11 2012 18:03 Kreb wrote:
On September 10 2012 15:39 -orb- wrote:
Even if you do not agree with me about high skill mechanics being necessary and even vital to the success of Starcraft 2 as an esport, what is the justification for putting in a unit that fills exactly the same role as the marauder? Terran already has an attack move, hyper mobile, tanky, high dps unit that can only attack ground. Why do they need a second one?

Didnt you just answer your own question. Because there is no mech-marauder. When was the last time you saw a Terran go mech+marauders unit comp? Warhound is the zealot of protoss, the zergling/roach of zerg, the marauder of bio. You could argue all those units should be redesigned and all made with heavy flavour abilities, but I dont see how you could argue mech was lacking one. From a balance standpoint, that was probably a very large part to mechs relatively low frequence of use in WoL. Boring? Yes. Filling a hole mech had? Absolutely.


You either missed his point, or justified it by treating a Bio player and a Mech player as two different races.

Speaking on the latter, you're essentially wanting all races to be practically the same and not have any unique or defining characteristics. You're implying that Mech and Bio should be allowed to played and executed the same way, even though they're two entirely different unit compositions, and give Terran as a whole two ways to accomplish the same goal of an mobile aggressive army.

That's pretty retarded, since it just takes away the fun in choosing a race, or playing a certain specific style, if it's all the same and simplified. There's no actual skill in playing both mech and bio, or one or the other when it's all practically the same.


Mech should be treated as separated race because Terran as only race in game has different ups for bio and mech (despite booth having ground units). If you choose one path in game you are probably bound to it.

Warhound would be unnecessary if infantry would share ups with mech, it would also solve many other problems - Terran would be able to tech switch much better, mech would be playable versus Toss, Terran would gain a better reinforcement rate.

As of now I think in WoL much bigger problem, if we talk about 1a move units, is a big part of Toss army.

Hectic
Profile Blog Joined May 2010
Australia159 Posts
September 11 2012 10:38 GMT
#278
Just to add my input for something i feel strongly about:

I also hate the warhound.Please remove the warhound blizzard.
Only if you beleive.
10734
Profile Joined September 2012
340 Posts
September 11 2012 10:54 GMT
#279
On September 11 2012 18:18 Velr wrote:
It's not filling a hole Mech had.

It's altering Mech to be Bio 2.0.


Yeah. The mech army in WoL is just too weak to take on Protoss. I feel like a buff to tanks in combination with the tanky battle hellion would fix alot.
WombaT
Profile Blog Joined May 2010
Northern Ireland25970 Posts
September 11 2012 10:55 GMT
#280
On September 11 2012 17:21 dOraWa wrote:
You'd think people would be really up in arms about collossi with all the reasons orb mentioned.

Nope, let's just call the marauder an attack move unit (which it isn't) and equate the warhound to it....
I'm not saying I disagree; I play terran and I think the warhound is a terrible unit and should be redesigned from the ground up. Just the irony of a SC2 protoss player complaining about attack move units is sickening

It's not ironic really, tons and tons of Protoss players have advocated the removal of warpgates, or Collosi and a rework of the game to make the race more fun to play with, and play against. Not everybody wants things tweaked so they can win games you know
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
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