• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:02
CEST 06:02
KST 13:02
  • 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 Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy8ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) Potential Updates Coming to the SC2 CN Server Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Pros React To: SoulKey vs Ample ASL21 General Discussion RepMastered™: replay sharing and analyzer site KK Platform will provide 1 million CNY Recent recommended BW games
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group C [ASL21] Ro24 Group B [ASL21] Ro24 Group A
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon Path of Exile
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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread 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: 9497 users

The god of thunder

Forum Index > StarCraft 2 HotS
Post a Reply
1 2 3 Next All
Penev
Profile Joined October 2012
28523 Posts
Last Edited: 2012-10-24 11:16:02
October 24 2012 11:04 GMT
#1
Both Protoss and Terran have a hard time facing late game Broodlord, infestor, corruptor armies, with Terran specifically, being too vulnerable against the Broodlord/ Ultralisk tech switch. A lot of people propose zerg nerfs with fungal being mentioned the most but the danger of making Zerg too weak is imminent. Buffing units can obviously create new problems too, especially in the form of a hard counter (Corruptor – Colossus). But I think there is, in my humble opinion, at least for the Terran, a rather easy to implement solution for the late game Zerg problem without the risk of (further) imbalancing the game: Change the Thors strike cannons to flak cannons.

For people who don't know what I'm talking about:
[image loading]
Flak fire against bombers. Broodlords are a kind of flying fortress one could argue.

The flak cannon ability will act like a non-instant psionic storm that can only hit air. It should be strong enough to force broodlords to relocate, forcing them to temporarily stop their attacks, but not strong enough to just outright kill them. It should be considered a zoning spell.

Other usages:
– Protect your Vikings by making it hard/ impossible for corruptors to attack. Not just scare them away but target certain airspace preemptively.
– Cut off escape paths for mutalisks (Broodlords and corruptors can take a punch but muta really don't want to be in a cloud of exploding shells). Again, preemptively, to trap them so your marines can stimm in and punish them.
– You can use it to save marines when there are too many muta and the Thor can also use it to help save itself and other Thors. Magic boxing will still be viable because it isn't an instant spell but it forces the zerg to pay attention.
– The infamous Broodlord Ultra tech switch will be less of a problem if at least one unit is useful against both. Flak cannons could just make the Thor this unit.
– It might even be considered a small mech buff against Protoss because it can also potentially be used to force Colossi back. It will remove the anti Immortal spell though.
– It will make the Thor a true god of thunder.
– Terrans will actualy research the Thor upgrade.
(– Adding extra anti air to the Thor can help remove it from the Widow mine? I want a mine to be a mine, not a turret).

Balancing the Flak cannons can be done concerning AOE, duration, damage, range, cost (both energy and money) and start up, so it never should be game braking.
Just to make it perfectly clear: This should not be considered a hard counter to anything, just a tool to make things a little bit more fair in the Terran vs Zerg lategame (anyone seen the EG Master cup Empire – Dignitas yesterday? Ravens could use a little help.. <3 Incontrolls casting btw.)
I Protoss winner, could it be?
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
October 24 2012 11:58 GMT
#2
thors already have flak cannons with good range, so i just suggest to:
-change it to 2 rockets instead of 4, double damage (for same DPS) > bonus for armored
-make splash smaller
-remove thor energy for using in TvP
-AND MAKE THOR ATTACK COLOSSI AT 9 RANGE TOO, FFS IS IT SO HARDS<Dlpasd sorry <_>"
Steglich
Profile Joined September 2011
Denmark282 Posts
October 24 2012 13:00 GMT
#3
I feel like thors already are good enough vs broodlords, at least when meching.
The 3-3 upgrades for the thor simply makes them really effective against a 0-0 broodlord. The issue is when terran goes bio, and doesn't have a huge thor count and/or great upgrades for their thors.

.. That is one of the reasons why I think terran mech i stronger than bio. Mech is also much less vulnerable against fungals.
Penev
Profile Joined October 2012
28523 Posts
October 24 2012 13:48 GMT
#4
On October 24 2012 20:58 Fen1kz wrote:
thors already have flak cannons with good range, so i just suggest to:
-change it to 2 rockets instead of 4, double damage (for same DPS) > bonus for armored
-make splash smaller
-remove thor energy for using in TvP
-AND MAKE THOR ATTACK COLOSSI AT 9 RANGE TOO, FFS IS IT SO HARDS<Dlpasd sorry <_>"

The fact that the Thor can hit air doesn't mean it has flak cannons. This ability is for zoning specifically; To force the opponents air force to be somewhere else. Because you know where the cloud of exploding shells will be you can anticipate on the enemy's movements for instance. Your change is much harder to balance because it can potentially make Broodlords obsolete. Mine just forces Zerg to micro them more.
I Protoss winner, could it be?
Penev
Profile Joined October 2012
28523 Posts
October 24 2012 13:52 GMT
#5
On October 24 2012 22:00 Steglich wrote:
I feel like thors already are good enough vs broodlords, at least when meching.
The 3-3 upgrades for the thor simply makes them really effective against a 0-0 broodlord. The issue is when terran goes bio, and doesn't have a huge thor count and/or great upgrades for their thors.

.. That is one of the reasons why I think terran mech i stronger than bio. Mech is also much less vulnerable against fungals.

If the Zerg has enough Broodlords the Thors will always lose. The sheer amount of Broodlings are too much to overcome. This ability will force the Zerg to pause their attack, stop the flood of Broodlings. It's not meant to kill them of.
I Protoss winner, could it be?
Steglich
Profile Joined September 2011
Denmark282 Posts
October 24 2012 18:04 GMT
#6
On October 24 2012 22:52 Penev wrote:
Show nested quote +
On October 24 2012 22:00 Steglich wrote:
I feel like thors already are good enough vs broodlords, at least when meching.
The 3-3 upgrades for the thor simply makes them really effective against a 0-0 broodlord. The issue is when terran goes bio, and doesn't have a huge thor count and/or great upgrades for their thors.

.. That is one of the reasons why I think terran mech i stronger than bio. Mech is also much less vulnerable against fungals.

If the Zerg has enough Broodlords the Thors will always lose. The sheer amount of Broodlings are too much to overcome. This ability will force the Zerg to pause their attack, stop the flood of Broodlings. It's not meant to kill them of.


actually I find that it is the other way around. When the terran has enough thors, he can pretty much one shot broodlords + splash.
Thors have range 10 AA, Blords have range 9,5.
Whitewing
Profile Joined October 2010
United States7483 Posts
October 24 2012 18:20 GMT
#7
If you do this, mass thor is gonna be practically impossible to stop in TvZ.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Zombo Joe
Profile Joined May 2010
Canada850 Posts
October 24 2012 18:20 GMT
#8
This is the greatest solution I have ever heard.

Its so simple I feel like an idiot not having thought of it.

Mech Terran tends to struggle even with mass thor against Broodlords because Zerg will just make more Broodlords and brute force himself into a victory. This change would make strike cannons usuable.
I am Terranfying.
imPermanenCe
Profile Joined July 2011
Netherlands595 Posts
October 24 2012 18:25 GMT
#9
It freaking overlaps with the Thor's normal AA attack. Both do good aoe damage. The rest of the ideas behind the ability are good, but the fact that it overlaps so much, makes it bad.
Micro at its best is like an elegant dance between two people trying to achieve a similar end.
Penev
Profile Joined October 2012
28523 Posts
October 24 2012 22:24 GMT
#10
On October 25 2012 03:25 imPermanenCe wrote:
It freaking overlaps with the Thor's normal AA attack. Both do good aoe damage. The rest of the ideas behind the ability are good, but the fact that it overlaps so much, makes it bad.

It's true that the ability overlaps with the standard AA and I initially (automatically) also thought of that as a bad thing but after thinking about it a bit more .. it actually isn't really. It's a completely separate thing; When the flak cannon mode initializes the Thor cannot use any of its other attacks.
I Protoss winner, could it be?
Penev
Profile Joined October 2012
28523 Posts
October 24 2012 22:27 GMT
#11
On October 25 2012 03:20 Whitewing wrote:
If you do this, mass thor is gonna be practically impossible to stop in TvZ.

No its not, please read the whole post. There are so many ways of balancing it it's at least worth trying imo (not that I have the illusion of course Blizzard even hears about it ).
I Protoss winner, could it be?
Penev
Profile Joined October 2012
28523 Posts
October 24 2012 22:33 GMT
#12
On October 25 2012 03:20 Zombo Joe wrote:
This is the greatest solution I have ever heard.

Its so simple I feel like an idiot not having thought of it.

Mech Terran tends to struggle even with mass thor against Broodlords because Zerg will just make more Broodlords and brute force himself into a victory. This change would make strike cannons usuable.

Thanks! But.. Flak cannons.
I Protoss winner, could it be?
lorestarcraft
Profile Joined April 2011
United States1049 Posts
October 24 2012 22:33 GMT
#13
This a good ability

It can be balanced later
SC2 Mapmaker
Penev
Profile Joined October 2012
28523 Posts
Last Edited: 2012-10-24 22:59:09
October 24 2012 22:41 GMT
#14
On October 25 2012 03:25 imPermanenCe wrote:
It freaking overlaps with the Thor's normal AA attack. Both do good aoe damage. The rest of the ideas behind the ability are good, but the fact that it overlaps so much, makes it bad.

Just thought of another thing; Would it make you feel better if the normal attack and the spell attack are the same weapon? So either both the rocket AA or both cannons with the standard attack doing what it's doing now (direct hits with splash) and the spell doing what I describe in the OP?
Edit: To make it clear, that way the spell is just another mode for the AA weapon. If rockets: Normal mode is always hit + little splash, special mode is make a significant area a place you do not want to be in or quickly want to get out of.
I Protoss winner, could it be?
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2012-10-25 02:24:31
October 25 2012 02:23 GMT
#15
On October 25 2012 07:27 Penev wrote:
Show nested quote +
On October 25 2012 03:20 Whitewing wrote:
If you do this, mass thor is gonna be practically impossible to stop in TvZ.

No its not, please read the whole post. There are so many ways of balancing it it's at least worth trying imo (not that I have the illusion of course Blizzard even hears about it ).


You just say "you can balance it" but you don't explain how. If this skill is supposedly powerful enough to actually force your opponent to move out of it, then with sufficient thors, you'd effectively shut down air. Either it's useless or it's too strong, just like the strike cannon. Strike cannon without energy was way too strong, with energy it's useless. There really is no in between for things of this nature on such a beastly unit.

The thor itself has too strong of a ground to ground attack, and too strong of a ground to air (at least against light) attack to also have a powerful special ability.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Najda
Profile Joined June 2010
United States3765 Posts
October 25 2012 02:44 GMT
#16
On October 25 2012 11:23 Whitewing wrote:
Show nested quote +
On October 25 2012 07:27 Penev wrote:
On October 25 2012 03:20 Whitewing wrote:
If you do this, mass thor is gonna be practically impossible to stop in TvZ.

No its not, please read the whole post. There are so many ways of balancing it it's at least worth trying imo (not that I have the illusion of course Blizzard even hears about it ).


You just say "you can balance it" but you don't explain how. If this skill is supposedly powerful enough to actually force your opponent to move out of it, then with sufficient thors, you'd effectively shut down air. Either it's useless or it's too strong, just like the strike cannon. Strike cannon without energy was way too strong, with energy it's useless. There really is no in between for things of this nature on such a beastly unit.

The thor itself has too strong of a ground to ground attack, and too strong of a ground to air (at least against light) attack to also have a powerful special ability.


QFT. If it's more powerful than the current AA attack, then it would be overpowered. If it was less powerful, no one would use it.
oZe
Profile Joined January 2011
Sweden492 Posts
October 25 2012 04:05 GMT
#17
I believe the best fix is learning to play. Spending more time practicing and less time whining on forums. It's worked like a charm for the top Koreans. Protoss have carriers which hard counters all T3 units zerg has, all 2 of them. Terran have a whole plethora of choices. Some good players don't even bother making air units.

Personally I've never had problems against broodlords. That weren't caused by my own misstakes in the game before they appeared. I guess objective self evaluation is even less common than common sense ^^
The worst kinds of organized crime are religion & government.
fouquet
Profile Joined October 2012
Canada29 Posts
October 25 2012 04:10 GMT
#18
give the thor the role of the original warhound (siege breaker) increas ground range to 7, remove its aa attack and give it a long range (16) target ground missle attack with a minimum range (8). bam epic siege breaker.

bring back warhound with less ground attack and a weaker version of the thor's old AA attack

BAM you have your mobile AA aoe zoning earlier and your anti ground terror THOR is something to feared.
"Drone is better"
Penev
Profile Joined October 2012
28523 Posts
October 25 2012 10:00 GMT
#19
On October 25 2012 11:23 Whitewing wrote:
Show nested quote +
On October 25 2012 07:27 Penev wrote:
On October 25 2012 03:20 Whitewing wrote:
If you do this, mass thor is gonna be practically impossible to stop in TvZ.

No its not, please read the whole post. There are so many ways of balancing it it's at least worth trying imo (not that I have the illusion of course Blizzard even hears about it ).


You just say "you can balance it" but you don't explain how. If this skill is supposedly powerful enough to actually force your opponent to move out of it, then with sufficient thors, you'd effectively shut down air. Either it's useless or it's too strong, just like the strike cannon. Strike cannon without energy was way too strong, with energy it's useless. There really is no in between for things of this nature on such a beastly unit.

The thor itself has too strong of a ground to ground attack, and too strong of a ground to air (at least against light) attack to also have a powerful special ability.

Don't forget how the ability works; It has a start up time, the opponent can see the cannons initiating and anticipate where the flak fire is going to be (and you anticipating that, which can potentionally make for excitement). But more importantly: The Thor is completely vulnerable during the spell. It trades its normal attacks for the ability. Balancing through duration comes first to mind. Strike cannons are very powerful for a short time, "balanced" to destroy not really for zoning. They of course too, could be made like that.
The Zerg can choose to leave his Broodlords in the cloud to snipe the spell casting Thor (if succesful the spell obviously immidiately stops); Full health Broodlords will survive that. In the meantime however, they are under attack by Vikings. The Zerg is forced to make a decision instead of just go for the bruteforce method. Just to be clear: I'm (mostly) a Zerg.
Also: It's a possibility to nerf some other apects of the Thor if needed.
I Protoss winner, could it be?
Penev
Profile Joined October 2012
28523 Posts
October 25 2012 10:08 GMT
#20
On October 25 2012 13:05 oZe wrote:
I believe the best fix is learning to play. Spending more time practicing and less time whining on forums. It's worked like a charm for the top Koreans. Protoss have carriers which hard counters all T3 units zerg has, all 2 of them. Terran have a whole plethora of choices. Some good players don't even bother making air units.

Personally I've never had problems against broodlords. That weren't caused by my own misstakes in the game before they appeared. I guess objective self evaluation is even less common than common sense ^^

You obviously are right about practicing and whining (although I hope you do not think I'm whining here). The change is not just meant to fix an imbalance (Lategame TvZ, don't just look at the win/ loss percentages, not saying you do) but also to make for more interesting play.
I Protoss winner, could it be?
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5h 59m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 273
NeuroSwarm 256
ProTech142
StarCraft: Brood War
BeSt 1239
Shuttle 769
ggaemo 189
scan(afreeca) 151
NaDa 35
Bale 29
Icarus 7
Dota 2
monkeys_forever468
LuMiX1
League of Legends
JimRising 599
Super Smash Bros
C9.Mang0352
amsayoshi122
Mew2King54
Other Games
summit1g12270
WinterStarcraft490
crisheroes284
ArmadaUGS118
Moletrap7
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• Hupsaiya 90
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
RSL Revival
5h 59m
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
7h 59m
BSL
14h 59m
Replay Cast
19h 59m
Replay Cast
1d 4h
Afreeca Starleague
1d 5h
Light vs Calm
Royal vs Mind
Wardi Open
1d 6h
Monday Night Weeklies
1d 11h
OSC
1d 19h
Sparkling Tuna Cup
2 days
[ Show More ]
Afreeca Starleague
2 days
Rush vs PianO
Flash vs Speed
Replay Cast
3 days
Afreeca Starleague
3 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
3 days
The PondCast
4 days
Replay Cast
4 days
RSL Revival
5 days
Replay Cast
5 days
RSL Revival
6 days
BSL
6 days
Liquipedia Results

Completed

Proleague 2026-03-27
WardiTV Winter 2026
Underdog Cup #3

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
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
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
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
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.