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Terran lategame fixing

Forum Index > StarCraft 2 HotS
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Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
October 16 2012 13:27 GMT
#1
Hi teamliquid, i've just got an idea how to fix terrans lategame issues with production:
Here's the basics, how each race make T1 units in lategame:
Z - inject, make
P - build warpgates, make
T - build rax, place them with techlab or reactor, make

And how each race switches production from (example) ground to air:
Z: make spire + greater spire, which also do upgrades (second spire do upgrades too and serve as backup)
P: make mass stargates and add second cybercore
T: make mass starports, add techlabs/reactors, add second armory

And here's the problem, because after u place enough rax (to supply your losses) you should upgrade them and only after that you can make units
So here's my propositions how blizz can improve this situation:

#1: show rax(fact/starport) hologram with techlab attached, but allow to build if techlab overlaps with something
so terrans can now place them faster, dont need to care about "oh, could i attach lab after that?"

#2: add ability to queue lab/reactor while building raxes - is also speedup coming into lategame.
you know this state of game where zerg adds+2 macro hatcheries and toss adds +10 warpgates in a row and terran should carefully place 10 rax and do labs/reactor
^ NOTE: this is just cosmetic and mostly improve players below ML
and also placing your lategame raxes is not skillful, no one will ever say OMG OMG LOOK HOW HE PLACED HIS ADDITIONAL TEN STARPORTS, SOOO AWESOME

Now about gamechanging:
#3: i think blizz should add techlabed reactor (from wol campaign), make it 50/50/50 and add ability to upgrade to it (or just build/queue it) and make it upgrade from engineering bay (instead of useless Neosteel Frame) like 100-100 100 sec
mechanic is:
i research techlabed reactors
rax without add-on -> 50/50/50 to techlabed reactor add-on
rax with techlab -> 25/25/50 to TR-addon
rax with reactor -> 5 seconds of transition animation
building rax -> queue 50/50/50 techlabed reactor add-on

Why this is not bad:
- increasing production abilities after upgrade is well-known, it is warpgate mechanic
- upgrade from bay makes it non-abusable at early game
- there's many states about terrans weakness at late

Why this is good:
- as a ML terran i believe most lack of terrans weak in lategame is way longer production establishing than Z/P, not the just making units without warp or mass larva
- taking gamers attention from questions like "what is better ideal techlab/reactor ratio for this game?" to more important (and more enjoyable for viewers)
- care about low-leagues players, where bronze zerg can press ARMY BUTTON or protoss can build 40 gates and warp 40 zealots "terran does not simply make 40 barracks" ©

TL;DR making establishing production for T easer+faster+safer is a good idea

if you have corrections to my awful grammatics, please send me PM :<
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
Last Edited: 2012-10-16 13:36:05
October 16 2012 13:33 GMT
#2
I think one of the good things about taeja is that he makes more production facilities than needed.
Also, don't forget the army supply can be much higher for terran, due to mules.

I honestly think anything involving techlab and reactor in 1 is gamebreaking ):

edit: sorry, forgot i was in hots thread, my post can be disregarded.
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
Last Edited: 2012-10-16 13:37:45
October 16 2012 13:37 GMT
#3
On October 16 2012 22:33 Yorbon wrote:
I think one of the good things about taeja is that he makes more production facilities than needed.
Also, don't forget the army supply can be much higher for terran, due to mules.

I honestly think anything involving techlab and reactor in 1 is gamebreaking ):

edit: sorry, forgot i was in hots thread, my post can be disregarded.


Army supply is high for zerrg also due to spine crawlers and not needing as many workers late game (cause of bank), same goes for toss.

I don't really like this idea though, tech reactors'd be pretty overpowered I think.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
October 16 2012 13:45 GMT
#4
uh, i dunno - probably its me posting in wrong forum.

about gamebreaking techlabed reactor - i dont think so, dont forget that now fully functional rax cost is
175 minerals (more than warpgate) 25 gas (for t1 building) 90 (seconds) and very large building placement size (~3x5) which is not comparable even with warpgates
same with factories and starports, beautiful addon mechanic now just slowing terran at late, where T should carefully place wait ~60 seconds, add add-on and wait ~35 seconds to get fully functional rax
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-10-16 13:49:21
October 16 2012 13:46 GMT
#5
I am sorry, but what you are suggesting is speeding up the game even more and that is the wrong way to do it. It is MUCH better to equalize all three races again by removing all of the racially specific production speed boosts, i.e. Reactor, Chronoboost, Warp Gate, Larva Inject, MULE. The MULE isnt a production speed boost, but since Larva Inject and Chronoboost are used to boost the economy of Zerg and Protoss it has to go as well.

"More more more" is oftentimes worse than "less less less" and here it is clearly the case, because these different speed boosts allow a different production speed for the races at different times. Beating a Zerg in the lategame is kinda hard, because they have basically unlimited amounts of larvae stockpiled and can rebuild their army in one round of production, whereas a Terran could only build as many high tech units as he has production facilities (and they require space ... lots of it).

Not being able to "double produce" tanks is one of the reasons, why mech isnt as popular / viable as it was in BW. There are other reasons, but this is one of them, which is given each time someone goes mech and the commentators say something about the Siege Tanks he cant reproduce quickly enough. So this really is one of the issues for HotS due to the claim of the devs that they want to make mech viable again.
If you cant say what you're meaning, you can never mean what you're saying.
ZenZombie
Profile Joined September 2011
United States58 Posts
October 16 2012 14:26 GMT
#6
Not having larva inject wouldn't "slow down zerg" it would outright murder it. Killing a single line of drones would make it to where zerg could not recover, because it would take 3 times as long to re saturate.

Tech reactors are horrendously overpowered. The entire premise behind a tech lab is a balanced tradeoff. The whole point is to force either picking better units or more basic units. Tech reactor tanks would drown opponents. Early mass marauder would be worse than roaches. Why? Because marauders take a lot of damage, and you could speed up production *more* than double because you wouldn't need all the tech labs, and you could effectively work off 2 tech reactor ed barracks. The game is balanced aronud build times of things like marauders and building cost.

Also, I *hate* the idea of holograms all the time. Building placement should be difficult. As zerg, I have single tech structures yes, but it means they are vulnerable to sniping. Placement can't impede flow of my units, so I can get in and out of my bass quickly. Having things that you can screw up on like building placement differentiate good players from great players. MKP is a good example of this. His ability to get so much production out and not have it bottleneck or anything is a display of high ability.

Also, limiting production on terran is a balance measure. 1 marine can kill 2 zerglings with tiny bits of micro, and possibly 3 if done very well. 1 marine if microed perfectly can kill 1 zealot. 2 is way easier. 1 marauder with conc shells and 1 marine will clean up if mircroed against small amounts. The point is to keep terran from getting too big too fast, because terran is the hardest to break because of mules, high building HP, having multiple production structures, etc.

On a side note, if you get tech reactors, I am going mutas every game, and going to just suicide to kill every single one off.
Live Simply Or Simply Live.
Pigzyf5
Profile Joined November 2009
Australia131 Posts
October 16 2012 15:21 GMT
#7
This is just such a silly idea, it m,makes things less unique easyer and involves less choices for the player, plus it doesn't only effect the late game. Terran late game sucks because T max armies are the hardest to get(well maybe nott bio, but getting allot og gohst is hard) AND suck the most. Im my eyes terran should have the best maxed army but have the worst production
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
October 16 2012 16:45 GMT
#8
On October 17 2012 00:21 Pigzyf5 wrote:
This is just such a silly idea, it m,makes things less unique easyer and involves less choices for the player, plus it doesn't only effect the late game. Terran late game sucks because T max armies are the hardest to get(well maybe nott bio, but getting allot og gohst is hard) AND suck the most. Im my eyes terran should have the best maxed army but have the worst production


They don't have the best maxed army.
11/5/14 CATACLYSM | The South West's worst Falco main
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
October 16 2012 17:27 GMT
#9
T doesn't have a lategame production problem. Making it a little easier to macro mass raxes / factories is a non-issue really as it already isn't too hard to do.

The only lategame issue for T imo is they lack a gas dump making their mineral/gas balance much harder to maintain then for other races. Zerg has infestors and useful gas heavy units like broodlords/ultra's which are useful in any match. Protoss has HT/archon which are good in any match. T however has only the raven as an effective gas dump but it's quite an useless unit in TvP and not even so good in other matchups. Too many times you see terran lose the lategame with a couple thousand gas and just nothing to do with it which is imo an ugly design of the game at the moment. Of course you can avoid a gas pileup by careful eco management and you should always try that with any race but having a use for it if it does pile up is pivotal for keeping some balance on lower levels and even higher levels I think.
The raven should be fixed to always at least be useful or the costs for an other unit, for example the ghost should be retweaked to function as a gas dump. Changing the ghost to 200m 100g was one of the worst mistakes blizzard ever made.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-10-16 18:34:52
October 16 2012 18:31 GMT
#10
On October 16 2012 23:26 ZenZombie wrote:
Not having larva inject wouldn't "slow down zerg" it would outright murder it. Killing a single line of drones would make it to where zerg could not recover, because it would take 3 times as long to re saturate.

Not if there are no MULEs and no Reactors and no Chronoboosts. You shouldnt forget that the attackers come with far less forces than they come now and this would make static defenses rather powerful again. Obviously - without larva inject - you might not have a Queen to defend but could go for a much earlier macro hatchery. Having those Queens could be useful for spreading creep and as air defense ... you just get them much later. In any case: it worked in BW without the speedups, so why shouldnt it work in SC2?

With a slower economy and production the expensive units (or rather all units) are more valuable and are probably taken care of much more, which would emphasize repairing for Terran mech and air. This is a very much underused skill in many progamer matches, because the speed of the game is so high. Slowing it down will give Terrans this small edge again to make their units powerful and would also allow for the positional play which bunkers were intended for.
If you cant say what you're meaning, you can never mean what you're saying.
Robotix
Profile Joined August 2012
United States51 Posts
October 16 2012 18:43 GMT
#11
On October 17 2012 01:45 Targe wrote:
Show nested quote +
On October 17 2012 00:21 Pigzyf5 wrote:
This is just such a silly idea, it m,makes things less unique easyer and involves less choices for the player, plus it doesn't only effect the late game. Terran late game sucks because T max armies are the hardest to get(well maybe nott bio, but getting allot og gohst is hard) AND suck the most. Im my eyes terran should have the best maxed army but have the worst production


They don't have the best maxed army.


If by "they" you mean Terran, then yes they do. The maxed, high tech, late-late game Terran army is the strongest in the game but also the hardest to get to as well as remake.
"Dumb shit happened" - Idra
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
October 16 2012 18:50 GMT
#12
Terran army is the strongest... and you can build like 180-190 supply army vs protoss that always need to have probes ( no mules...) and that means 140-160 army supply.
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
CYFAWS
Profile Joined October 2012
Sweden275 Posts
October 16 2012 18:52 GMT
#13
think that would be totally gamebreaking
GoldenH
Profile Blog Joined March 2010
1115 Posts
October 16 2012 18:56 GMT
#14
I do think that it's obvious that Terrran bases need the most square footage. I wouldn't be against tech reactors if they cost enough, say, 200/100 each. Otherwise, no. the zerg/protoss macro mechanics aren't an 'advantage', they're something that costs micro in order to keep up with the terran: Who only needs to place the buildings well in the first place so he can build his macro addon once and never worry about it again. Why should you get to double your production without building another building when no other race can do that.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
October 16 2012 19:43 GMT
#15
On October 17 2012 03:43 Robotix wrote:
Show nested quote +
On October 17 2012 01:45 Targe wrote:
On October 17 2012 00:21 Pigzyf5 wrote:
This is just such a silly idea, it m,makes things less unique easyer and involves less choices for the player, plus it doesn't only effect the late game. Terran late game sucks because T max armies are the hardest to get(well maybe nott bio, but getting allot og gohst is hard) AND suck the most. Im my eyes terran should have the best maxed army but have the worst production


They don't have the best maxed army.


If by "they" you mean Terran, then yes they do. The maxed, high tech, late-late game Terran army is the strongest in the game but also the hardest to get to as well as remake.


That army you just mentioned doesn't exist, you're effectively referring to Raven/BattleCruiser/Viking with 3/3 upgrades (Which I believe to be Terran's Ultimate late game army) however that happens once in maybe 100 games. Their typical lategame army is either 3/3 mech with Ghost or Ravens, or MMMG with maybe Raven support, MMMG is weaker than the Protoss lategame deathball and mech is a good match for Broodlord/Infestor. However lategame Zerg and Protoss is achieved far more easily than Terran lategame so we rarely see it in comparison to Zerg and Protoss.
11/5/14 CATACLYSM | The South West's worst Falco main
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
October 16 2012 21:50 GMT
#16
Ummm, :okayface:, i just dont understand - you all say "techreactors will be imbalanced" and after that you say "terrans remax his army and transit much slower than Z/P..."
(also best maxed army is 3-3-3 carrier/Mothership with beautiful vortex and recall)

and strange no one talks about queue and graphical add-ons when placing buildings
Robotix
Profile Joined August 2012
United States51 Posts
October 16 2012 21:56 GMT
#17
On October 17 2012 06:50 Fen1kz wrote:
Ummm, :okayface:, i just dont understand - you all say "techreactors will be imbalanced" and after that you say "terrans remax his army and transit much slower than Z/P..."
(also best maxed army is 3-3-3 carrier/Mothership with beautiful vortex and recall)

and strange no one talks about queue and graphical add-ons when placing buildings


Terran is supposed to remax slower than the other races; a maxed Terran late game army is generally stronger than the other races.

And 3-3-3 Carrier/Mothership is a bad composition.
"Dumb shit happened" - Idra
Cloak
Profile Joined October 2009
United States816 Posts
October 17 2012 00:09 GMT
#18
On October 16 2012 22:37 Qikz wrote:
Show nested quote +
On October 16 2012 22:33 Yorbon wrote:
I think one of the good things about taeja is that he makes more production facilities than needed.
Also, don't forget the army supply can be much higher for terran, due to mules.

I honestly think anything involving techlab and reactor in 1 is gamebreaking ):

edit: sorry, forgot i was in hots thread, my post can be disregarded.


Army supply is high for zerrg also due to spine crawlers and not needing as many workers late game (cause of bank), same goes for toss.

I don't really like this idea though, tech reactors'd be pretty overpowered I think.


Ehh, it's not common practice for Protoss to sac Probes, only in extreme mined out situations. Zerg tends to fluctuate because they have a very sacrificial attitude to their bases, so it's dependent on harass vs replenishment. Terran do actually purposefully destroy their SCVs if they Mule out. Zerg does have the 200+ supply trick though, which should be utlized more often so Blizzard can patch it. Kill unmorphed Drones past 200.
The more you know, the less you understand.
AzraelArchontas
Profile Joined September 2012
United States78 Posts
October 17 2012 00:29 GMT
#19
While I believe Protoss lategate is the strongest with so many amazing T3 units

I agree that terran needs increase late-game production and the mechanics (chronoboost, larva inject, and mule) should be altered. I believe the main problem is the lack of choice if you don't use these mechanics you can't reach the higher leagues.

I would be fine with tech-reactor if
- increase cost to 100/100
- Dropped by Orbital For 100 energy (requires upgrade at armory for use)
- Takes 45-60 seconds to deploy
- Dose not double produce tech-lab units

This would
give access to more varied production changing it as needed without allowing for double production of everything.
Acts as a choice instead of mule and scan.
Increase early game choices.

I think this is acceptable and would make terran late-game production slightly more bearable.

Next just to address the post on units being more valuable and making repair a more used skill.
I would love to see tanks get
- Supply 2
- Cost 200/150
- Siege change time set to 6 seconds from 4
- Siege damage increase
- Siege splash damage increased
- Siege mode research time 60
- Siege tank production time increased 60 seconds
- Seige tank upgrade at armory for +1 range
- Speed 2 from 2.25

This makes Siege tanks stronger when deployed better space control over all and keeps them super deadly late game you can have more so sprinkling them about becomes easier but the loss of a tank is a bigger deal do to cost and time to replace as well the decreased mobility(siege duration, and movement speed) would make it harder to be reactive so you would need to already be in place before the engagement. Siege tanks would become even more of a positional unit and be more plentiful in the terran army.

These changes make the tech-reactor fair, and make slower production for all complain invalid.
You don't have to slow the game down less is not always more. Sometimes a unit just needs to become harder to replace not in invested resources but in invested time. Adding objectives and choices is much better then removing variation, and that is what you do when you remove Chrono, inject, and mule. Chrono can be used to alter timings get faster upgrades and tech or just to speed up economy or unit production using chrono boost wisely can make or break a protoss in masters, and the choice to creep over larva early is a big investment while Muleing over a scan may lose you the game. These are all choices brought on by these macro mechanics. The only one missing the choice is warpgate and I have been writing up a tread on that for about a month now. The only complain I have with these macro mechanics is these isn't enough choice because In the case of larva you basically use it all game if you never chorono you probably won't win and muleing is necessity that no terran can live without.

I think that an additional macro choice for terran would actually be worth while to see you can have more money or more production an interesting choice and it would make new directions for play because (theorycrafting here)

Go the normal barracks tech-lap move the factory onto the tech-lab skip the first mule drop tech reactor onto factory rush siege tech while being able to still double produce the hellions this would compile into more choices for the choice burdened terran players and make the early game even more hell. (I love this) This would counteract the new scouting power that protoss holds with no hallucination research because you could still be tricky with your timings skipping mules could be a bluff or you could be trying to eek out production advantage for mid-game.

On another note you would need to add similar mechanics to zerg and protoss.
Preferable another spell for queen that make larva inject a choice (this could also be a buff to creep or another way to access increased larva aside from a macro hatch.
And for protoss either a new nexus ability accessible in mid game or a siphon energy ability some sort of new way to utilize the nexus energy.

This would lead to a more exiting game in my opinion and alllow for more varried choices on the terrans part.

Feedback is Appreciated! :D (sorry for the bits of rambling mass but my point is there)
MateShade
Profile Joined July 2011
Australia736 Posts
October 17 2012 00:32 GMT
#20
On October 17 2012 01:45 Targe wrote:
Show nested quote +
On October 17 2012 00:21 Pigzyf5 wrote:
This is just such a silly idea, it m,makes things less unique easyer and involves less choices for the player, plus it doesn't only effect the late game. Terran late game sucks because T max armies are the hardest to get(well maybe nott bio, but getting allot og gohst is hard) AND suck the most. Im my eyes terran should have the best maxed army but have the worst production


They don't have the best maxed army.

Sorry but I think everyone unanimously agrees that Terran can make a conposition to beat any composition you could throw at them. Terrans problem is not having a weaker army, it's getting that army out when they need it. Which is arguable whether it needs changes or not
MateShade
Profile Joined July 2011
Australia736 Posts
October 17 2012 00:34 GMT
#21
On October 17 2012 09:29 AzraelArchontas wrote:
While I believe Protoss lategate is the strongest with so many amazing T3 units

I agree that terran needs increase late-game production and the mechanics (chronoboost, larva inject, and mule) should be altered. I believe the main problem is the lack of choice if you don't use these mechanics you can't reach the higher leagues.

I would be fine with tech-reactor if
- increase cost to 100/100
- Dropped by Orbital For 100 energy (requires upgrade at armory for use)
- Takes 45-60 seconds to deploy
- Dose not double produce tech-lab units

This would
give access to more varied production changing it as needed without allowing for double production of everything.
Acts as a choice instead of mule and scan.
Increase early game choices.

I think this is acceptable and would make terran late-game production slightly more bearable.

Next just to address the post on units being more valuable and making repair a more used skill.
I would love to see tanks get
- Supply 2
- Cost 200/150
- Siege change time set to 6 seconds from 4
- Siege damage increase
- Siege splash damage increased
- Siege mode research time 60
- Siege tank production time increased 60 seconds
- Seige tank upgrade at armory for +1 range
- Speed 2 from 2.25

This makes Siege tanks stronger when deployed better space control over all and keeps them super deadly late game you can have more so sprinkling them about becomes easier but the loss of a tank is a bigger deal do to cost and time to replace as well the decreased mobility(siege duration, and movement speed) would make it harder to be reactive so you would need to already be in place before the engagement. Siege tanks would become even more of a positional unit and be more plentiful in the terran army.

These changes make the tech-reactor fair, and make slower production for all complain invalid.
You don't have to slow the game down less is not always more. Sometimes a unit just needs to become harder to replace not in invested resources but in invested time. Adding objectives and choices is much better then removing variation, and that is what you do when you remove Chrono, inject, and mule. Chrono can be used to alter timings get faster upgrades and tech or just to speed up economy or unit production using chrono boost wisely can make or break a protoss in masters, and the choice to creep over larva early is a big investment while Muleing over a scan may lose you the game. These are all choices brought on by these macro mechanics. The only one missing the choice is warpgate and I have been writing up a tread on that for about a month now. The only complain I have with these macro mechanics is these isn't enough choice because In the case of larva you basically use it all game if you never chorono you probably won't win and muleing is necessity that no terran can live without.

I think that an additional macro choice for terran would actually be worth while to see you can have more money or more production an interesting choice and it would make new directions for play because (theorycrafting here)

Go the normal barracks tech-lap move the factory onto the tech-lab skip the first mule drop tech reactor onto factory rush siege tech while being able to still double produce the hellions this would compile into more choices for the choice burdened terran players and make the early game even more hell. (I love this) This would counteract the new scouting power that protoss holds with no hallucination research because you could still be tricky with your timings skipping mules could be a bluff or you could be trying to eek out production advantage for mid-game.

On another note you would need to add similar mechanics to zerg and protoss.
Preferable another spell for queen that make larva inject a choice (this could also be a buff to creep or another way to access increased larva aside from a macro hatch.
And for protoss either a new nexus ability accessible in mid game or a siphon energy ability some sort of new way to utilize the nexus energy.

This would lead to a more exiting game in my opinion and alllow for more varried choices on the terrans part.

Feedback is Appreciated! :D (sorry for the bits of rambling mass but my point is there)

Why do you think Protoss late game is the strongest? It's near impossible for Protoss to be a late game infestor brood lord conposition..
Zombo Joe
Profile Joined May 2010
Canada850 Posts
October 17 2012 00:34 GMT
#22
On October 17 2012 06:56 Robotix wrote:
Show nested quote +
On October 17 2012 06:50 Fen1kz wrote:
Ummm, :okayface:, i just dont understand - you all say "techreactors will be imbalanced" and after that you say "terrans remax his army and transit much slower than Z/P..."
(also best maxed army is 3-3-3 carrier/Mothership with beautiful vortex and recall)

and strange no one talks about queue and graphical add-ons when placing buildings


Terran is supposed to remax slower than the other races; a maxed Terran late game army is generally stronger than the other races.

And 3-3-3 Carrier/Mothership is a bad composition.


That would be really nice if it was true.

If it were true Terrans shouldn't be entering the late game feeling like they are fucked.
I am Terranfying.
Serp87
Profile Joined October 2010
Israel57 Posts
Last Edited: 2012-10-17 00:49:58
October 17 2012 00:47 GMT
#23
how about giving terrans an upgrade I call " reverse engineering" - cutting down the build time of rax / fact / starport by X sec.
or reduce the building by X secs (X is the amount of certainp roduction facilities the terran has)
example : If I have 10 rax it would reduce the build time of rax by 10 sec.

it should require armory + fusion core imo and cost around 200/300 (it can be gas heavy as a gas dump)
ofc numbers are just random numbers and should be balanced around but this should give the terran some late game power IMO.

iwansquall
Profile Joined June 2011
Malaysia3 Posts
October 17 2012 01:01 GMT
#24
Here the stuff that have been on my mind for awhile:

Research Name : Improved building schematic
Requirement : Engineering bay & Fusion Core/Starport (Tier 3 upgrade)

Improve the construction speed for following building (% bonus speed depending on balance) :
1. Techlab
2. Reactor
3. Upgrade to Orbital Command
4. Upgrade to Planetary Fortress
5. Missile Turret
6. Bunker
7. Sensor Tower

Reasoning : While I dont think that tech-reactor is straight good idea, the upgrade here is to help Terran a bit in production, macro and defensive building in late game. Hopefully this idea also will make terran 'bring more SCV to front line'. Less building time also will improve the economy because there are less time the SCV tied to constructing building. If the player are good enough, he will able to use 1 of production building to dedicated on building techlab & reactor.
Dont think about it, JUST DO IT, Or you will procastinate.
Zombo Joe
Profile Joined May 2010
Canada850 Posts
October 17 2012 01:52 GMT
#25
The best way to fix it is let terran salvage their addons.

That way they tech switch easier instead of having to lift 20 building and find enough room to land and build the new addon.

better players are rewarded by not having to salvage.

Ez pz
I am Terranfying.
MateShade
Profile Joined July 2011
Australia736 Posts
October 17 2012 01:58 GMT
#26
On October 17 2012 10:52 Zombo Joe wrote:
The best way to fix it is let terran salvage their addons.

That way they tech switch easier instead of having to lift 20 building and find enough room to land and build the new addon.

better players are rewarded by not having to salvage.

Ez pz

If better players never have to do it it shouldn't be in the game. If Joey in play league is having trouble getting Vikings out in time that's his problem, you can't just make the game easier for bad players for no reason
Zombo Joe
Profile Joined May 2010
Canada850 Posts
Last Edited: 2012-10-17 02:39:18
October 17 2012 02:36 GMT
#27
Then why is heart of the swarm coming out?

Literally everything is for bad players.

If it were up to me I would introduce a 24 unit max selection and use that modified movement mod. But hey Joey just can't play a game where you have to use more than 1 hotkey for his entire army.
I am Terranfying.
ledarsi
Profile Joined September 2010
United States475 Posts
October 17 2012 03:55 GMT
#28
The core problem with terran is their new tech tree. Barracks-->Factory-->Starport and your tech tree is complete. It takes literally 3 minutes, and costs very little. Consequently, terran high tech units have to be comparable (or at least survivable) against low tech zerg and protoss players, earlier in their tech tree. The long and the short of it is, they have to suck to be at all fair.

Bottom line- Terran needs more tech structures that they need to build, and needs to spend more resources and time on teching. Then we can start talking about serious buffs to units like tanks.

Units like broodlords (and to some extent infestors) take more time and resources to even start to get, and cost way more per supply than almost anything else in the game. That is the reason they are so strong. Terran and protoss need units that are powerful and cheap on supply. Such as a reaver or 2 supply tank. In order to get someone to split their army from deathball mode, you need enough units to actually make multiple forces of effective fighting strength.

Just for starters, let's make Factories cost 200 minerals, and make siege mode cost 200m/200g, and take longer to research. And buff sieged tank damage considerably. And put some tech requirements on some Starport units other than just a tech lab, like a Science Facility for Ravens. And BUFF the units which have had their time and resource requirements significantly increased.
"First decide who you would be, then do what you must do."
MasterCynical
Profile Joined September 2012
505 Posts
Last Edited: 2012-10-17 04:46:26
October 17 2012 04:05 GMT
#29
#1: show rax(fact/starport) hologram with techlab attached, but allow to build if techlab overlaps with something
so terrans can now place them faster, dont need to care about "oh, could i attach lab after that?"

#2: add ability to queue lab/reactor while building raxes - is also speedup coming into lategame.
you know this state of game where zerg adds+2 macro hatcheries and toss adds +10 warpgates in a row and terran should carefully place 10 rax and do labs/reactor
^ NOTE: this is just cosmetic and mostly improve players below ML
and also placing your lategame raxes is not skillful, no one will ever say OMG OMG LOOK HOW HE PLACED HIS ADDITIONAL TEN STARPORTS, SOOO AWESOME


These are small changes that blizzard can patch any time with a 10 minute fix if they feel it be necessary. Its also the first time ive heard this complaint. If you really have an issue with building placements, you should turn on the building grid in the options.

Now about gamechanging:
#3: i think blizz should add techlabed reactor (from wol campaign), make it 50/50/50 and add ability to upgrade to it (or just build/queue it) and make it upgrade from engineering bay (instead of useless Neosteel Frame) like 100-100 100 sec
mechanic is:
i research techlabed reactors
rax without add-on -> 50/50/50 to techlabed reactor add-on
rax with techlab -> 25/25/50 to TR-addon
rax with reactor -> 5 seconds of transition animation
building rax -> queue 50/50/50 techlabed reactor add-on


Bad idea. What would the point of add-ons be anymore?With this change, all it would do is just turn add-ons into a cosmetic or superficial additional cost and build time to all terran production buildings. Why not just make it so that each production building is more expensive, takes longer to build and can build 2 at a time with an option to separately research upgrades?

Choosing which add-ons you build is a way that further forces you into which strategy and tech path you will take. This is sort of a theme with terran. You choose your tech path and stick to it, if you choose to do a major tech switch, you better be prepared to not die for a few minutes.
You can see this with all those specialized unit upgrades and the different upgrades for mech, bio and air.

PS. grammatics isn't a word.
Sedzz
Profile Blog Joined June 2012
Australia391 Posts
October 17 2012 04:08 GMT
#30
On October 16 2012 23:26 ZenZombie wrote:
Not having larva inject wouldn't "slow down zerg" it would outright murder it. Killing a single line of drones would make it to where zerg could not recover, because it would take 3 times as long to re saturate.

Tech reactors are horrendously overpowered. The entire premise behind a tech lab is a balanced tradeoff. The whole point is to force either picking better units or more basic units. Tech reactor tanks would drown opponents. Early mass marauder would be worse than roaches. Why? Because marauders take a lot of damage, and you could speed up production *more* than double because you wouldn't need all the tech labs, and you could effectively work off 2 tech reactor ed barracks. The game is balanced aronud build times of things like marauders and building cost.

Also, I *hate* the idea of holograms all the time. Building placement should be difficult. As zerg, I have single tech structures yes, but it means they are vulnerable to sniping. Placement can't impede flow of my units, so I can get in and out of my bass quickly. Having things that you can screw up on like building placement differentiate good players from great players. MKP is a good example of this. His ability to get so much production out and not have it bottleneck or anything is a display of high ability.

Also, limiting production on terran is a balance measure. 1 marine can kill 2 zerglings with tiny bits of micro, and possibly 3 if done very well. 1 marine if microed perfectly can kill 1 zealot. 2 is way easier. 1 marauder with conc shells and 1 marine will clean up if mircroed against small amounts. The point is to keep terran from getting too big too fast, because terran is the hardest to break because of mules, high building HP, having multiple production structures, etc.

On a side note, if you get tech reactors, I am going mutas every game, and going to just suicide to kill every single one off.


You can't use 'micro'd perfectly' as justification because this simply does not exist.

Everyone knows that the queue production style the terran race has is probably more so a measure of balance than anything because the units are ridiculously cost efficient with medivacs and micro. The OP states that terran late game is very poor compared to terran or zerg, this is entirely true. You watch games and you'll see a T1/T1.5/T2 terran army go up against a T2.5/T3 z/p army, barely win, then lose to the 80+ zergling and ultra remax or a 15+ chargelot remax, terran have nothing of this sort. You have to be either extremely supply efficient in your engagement or you'll end up dying to the remax. The thing is, this is really hard to balance/fix because terran T1/T1.5 units were designed too well.
MateShade
Profile Joined July 2011
Australia736 Posts
October 17 2012 04:17 GMT
#31
On October 17 2012 12:55 ledarsi wrote:
The core problem with terran is their new tech tree. Barracks-->Factory-->Starport and your tech tree is complete. It takes literally 3 minutes, and costs very little. Consequently, terran high tech units have to be comparable (or at least survivable) against low tech zerg and protoss players, earlier in their tech tree. The long and the short of it is, they have to suck to be at all fair.

Bottom line- Terran needs more tech structures that they need to build, and needs to spend more resources and time on teching. Then we can start talking about serious buffs to units like tanks.

Units like broodlords (and to some extent infestors) take more time and resources to even start to get, and cost way more per supply than almost anything else in the game. That is the reason they are so strong. Terran and protoss need units that are powerful and cheap on supply. Such as a reaver or 2 supply tank. In order to get someone to split their army from deathball mode, you need enough units to actually make multiple forces of effective fighting strength.

Just for starters, let's make Factories cost 200 minerals, and make siege mode cost 200m/200g, and take longer to research. And buff sieged tank damage considerably. And put some tech requirements on some Starport units other than just a tech lab, like a Science Facility for Ravens. And BUFF the units which have had their time and resource requirements significantly increased.

You make some good points but I have to say, brood lords are far from supply heavy. 4 supply for a unit that good is pretty damn cheap
ledarsi
Profile Joined September 2010
United States475 Posts
October 17 2012 04:20 GMT
#32
MateShade, I said in my post that they cost a lot per supply. The fact they cost relatively little supply supports that assertion. High resource cost and lower supply cost allows a large army to have more resources invested in it, acting all at one time.
"First decide who you would be, then do what you must do."
MateShade
Profile Joined July 2011
Australia736 Posts
October 17 2012 04:26 GMT
#33
On October 17 2012 13:20 ledarsi wrote:
MateShade, I said in my post that they cost a lot per supply. The fact they cost relatively little supply supports that assertion. High resource cost and lower supply cost allows a large army to have more resources invested in it, acting all at one time.

I see what you mean. the battlecruiser is tenknly unit that really comes close to teching time (and carriers) but they're quite bad anyways.
willoc
Profile Joined February 2011
Canada1530 Posts
October 17 2012 05:07 GMT
#34
On October 17 2012 10:52 Zombo Joe wrote:
The best way to fix it is let terran salvage their addons.

That way they tech switch easier instead of having to lift 20 building and find enough room to land and build the new addon.

better players are rewarded by not having to salvage.

Ez pz


This would be most consistent with the rest of the game and would work pretty well.
Be bold and mighty forces will come to your aid!
Rabiator
Profile Joined March 2010
Germany3948 Posts
October 17 2012 06:56 GMT
#35
On October 17 2012 10:52 Zombo Joe wrote:
The best way to fix it is let terran salvage their addons.

That way they tech switch easier instead of having to lift 20 building and find enough room to land and build the new addon.

better players are rewarded by not having to salvage.

Ez pz

Nah ... Terran players need to learn to do a smart SimCity. Especially progamers are wasting a lot of space in their bases and build 4 barracks in a straight line ... which restricts their own movement. I made a thread about smart - space saving - building placement for Terrans two years ago, but apparently no one understood it or cared.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=146326

IMO it is important to give yourself maximum movement space in your own base ... in case you get dropped. Those Thors arent that small and kinda require big "roads" and cutting your base in half by vertical or horizontal lines is just silly.

Obviously the requirements for a tech switch doesnt really lie in getting new addons (having mostly reactors is silly IMO, because it limits your own choice), but rather in getting a load of different production buildings. You can easily "retire" a few of your Barracks and turn them into walls at your 4th base or a decent choke point if you need to switch your tech.


On October 17 2012 11:36 Zombo Joe wrote:
Then why is heart of the swarm coming out?

Literally everything is for bad players.

If it were up to me I would introduce a 24 unit max selection and use that modified movement mod. But hey Joey just can't play a game where you have to use more than 1 hotkey for his entire army.

I share your feeling about HotS. It seems only half-finished by not giving each race the same amount of units and the ones they add feel "too funky" in the sense that they will be OP or useless with no middle ground. Units need to be NOT balanced on a razors edge simply because maps favor one or the other style and thus require a broad middle ground.
If you cant say what you're meaning, you can never mean what you're saying.
MateShade
Profile Joined July 2011
Australia736 Posts
October 17 2012 07:50 GMT
#36
Your guide is impossible to read, and you stated that you dont even own the game.....so yeah.. you'll need a nice layout and format if you want people to care about your thread
TheLunatic
Profile Joined February 2011
309 Posts
October 17 2012 13:08 GMT
#37
On October 17 2012 09:34 Zombo Joe wrote:
Show nested quote +
On October 17 2012 06:56 Robotix wrote:
On October 17 2012 06:50 Fen1kz wrote:
Ummm, :okayface:, i just dont understand - you all say "techreactors will be imbalanced" and after that you say "terrans remax his army and transit much slower than Z/P..."
(also best maxed army is 3-3-3 carrier/Mothership with beautiful vortex and recall)

and strange no one talks about queue and graphical add-ons when placing buildings


Terran is supposed to remax slower than the other races; a maxed Terran late game army is generally stronger than the other races.

And 3-3-3 Carrier/Mothership is a bad composition.


That would be really nice if it was true.

If it were true Terrans shouldn't be entering the late game feeling like they are fucked.

Exactly terran needs a ligament t 3 attacking unit, telling me the raven is our go 2 terran t 3 behemoth is lame and if thats all terran has by the time legacy of the void comes out
TheLunatic
Profile Joined February 2011
309 Posts
October 17 2012 13:09 GMT
#38
I'm switching to toss
Blackknight232
Profile Joined July 2011
United States169 Posts
October 17 2012 13:59 GMT
#39
I would love to see Terran get the tech reactor. It would make up for the lost production time that zerg and toss has already. I find that the Battlecruiser is just good for tanking units for sky players and that's all. The dps and damage output is not really the greatest only in tvt is where it's really used. I got the beta and i can say that nothing's changed with unit comps zergs still go b.l/festor with s.h, toss still does deathballs, terrans still go bioball nothing new and then everyone says to use our t3 units like it's the most powerful thing in the world
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