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David Kim Implies Vortex Rework Coming - Page 4

Forum Index > StarCraft 2 HotS
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awesomoecalypse
Profile Joined August 2010
United States2235 Posts
October 29 2012 01:56 GMT
#61
Protoss air is getting to a really cool place, design-wise. Some numbers might need tweaking, and the Void Ray's role isn't super clear, but the overall design direction of the Protoss fleet has a lot of very cool uses, and feels so much more powerful and flexible than Stargate in HotS
He drone drone drone. Me win. - ogsMC
Masada714
Profile Joined March 2011
United States89 Posts
October 29 2012 02:03 GMT
#62
On October 29 2012 10:48 Plansix wrote:
Show nested quote +
On October 29 2012 10:36 Masada714 wrote:
As a protoss myself, Tempests in theory are good in PvZ if there is only Broodlords and/or Infestors. The problem with this is the Zerg having Corruptors in the army. I've tried building Tempests late game and the Zerg just makes a handful of Corruptors and just crush the Tempests. You can't run away with the Tempests either cause they are just slower.

It is similar in PvP as well. I've been the one building them and go against them. When I see a Protoss build Tempests it is like a free win. I just build a whole bunch of Stalkers and kill them. It is also because they cost so much that the Protoss won't have much of a ground army to support them or your opponents army is just so much bigger that you can flat out ignore them.

I'm not sure what is the right answer for them at this point. It seems like the only situation they are viable in is super late game to snipe BL's. I would like to see them possibly have splash back or some way to effectively deal with Corruptors.


Agreed, but we should support anything that will help Protoss deal with Broodlord/infestor. I am not sure if it is worse the BC/viking battles, but it is close. We should also support any effort to end the War of World end game for PvP. It is such garbage to watch.

I support the plan of making the tempest a better, more viable unit. Right now the unit is useful and because it can shoot ground, it has a place in the late game. I would like to see it used on better maps with features that it could use to zone out BL and colossi armies. The unit has the ability to be solid, but need to be worth the investment.


I definitely agree with you as well. I think it might even be more important to make Tempest viable in PvP so there isn't always War of the Worlds. Imo, air is not even a good option at all right now. When the Dev team starts making changes to WoL units, it will hopefully open up options in PvZ specifically to make Air work and lessen the strength of the Zerg deathball.
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
October 29 2012 03:44 GMT
#63
On October 29 2012 10:36 Masada714 wrote:
As a protoss myself, Tempests in theory are good in PvZ if there is only Broodlords and/or Infestors. The problem with this is the Zerg having Corruptors in the army. I've tried building Tempests late game and the Zerg just makes a handful of Corruptors and just crush the Tempests. You can't run away with the Tempests either cause they are just slower.

It is similar in PvP as well. I've been the one building them and go against them. When I see a Protoss build Tempests it is like a free win. I just build a whole bunch of Stalkers and kill them. It is also because they cost so much that the Protoss won't have much of a ground army to support them or your opponents army is just so much bigger that you can flat out ignore them.

I'm not sure what is the right answer for them at this point. It seems like the only situation they are viable in is super late game to snipe BL's. I would like to see them possibly have splash back or some way to effectively deal with Corruptors.


What's the range on the Tempest right now? Sure you can't outrun corruptors, but the Tempest should be able to fire on the broodlords from within their supporting army right? Corruptors can come and snipe them, but similarly the corruptors will die to stalker fire.
Masada714
Profile Joined March 2011
United States89 Posts
October 29 2012 04:09 GMT
#64
On October 29 2012 12:44 BoxingKangaroo wrote:
Show nested quote +
On October 29 2012 10:36 Masada714 wrote:
As a protoss myself, Tempests in theory are good in PvZ if there is only Broodlords and/or Infestors. The problem with this is the Zerg having Corruptors in the army. I've tried building Tempests late game and the Zerg just makes a handful of Corruptors and just crush the Tempests. You can't run away with the Tempests either cause they are just slower.

It is similar in PvP as well. I've been the one building them and go against them. When I see a Protoss build Tempests it is like a free win. I just build a whole bunch of Stalkers and kill them. It is also because they cost so much that the Protoss won't have much of a ground army to support them or your opponents army is just so much bigger that you can flat out ignore them.

I'm not sure what is the right answer for them at this point. It seems like the only situation they are viable in is super late game to snipe BL's. I would like to see them possibly have splash back or some way to effectively deal with Corruptors.


What's the range on the Tempest right now? Sure you can't outrun corruptors, but the Tempest should be able to fire on the broodlords from within their supporting army right? Corruptors can come and snipe them, but similarly the corruptors will die to stalker fire.


The range is 15, however maximizing that range can be an issue as well. Since any decent Zerg will have an Overseer with that army so you can't just have an obs on them to get vision. The only way I see getting good vision is with the Oracle and the Revelation spell. It is a tough situation but by no means unwinnable for Protoss. I would just like to see the Tempest do a little better against the Corruptor since no air does well against them in realistic situations.
Motiva
Profile Joined November 2007
United States1774 Posts
October 29 2012 04:16 GMT
#65
Removing the mothership would be ideal, but 90% of the issues with it revolve around Vortex so, this sounds great :D
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2012-10-29 04:27:52
October 29 2012 04:25 GMT
#66
On October 29 2012 08:54 Freeborn wrote:
Show nested quote +
On October 29 2012 08:39 Antylamon wrote:
On October 29 2012 08:09 Freeborn wrote:
On October 29 2012 07:46 Antylamon wrote:
On October 29 2012 07:35 Freeborn wrote:
It's slow and you can only have one, I feel that it limits the gameplay more than it adds to it.

Really? Really?

What about Mass Recall? That allows Toss to actually have some early game and mid-game presence without their entire army dying to a ling surround.

Photon Overcharge allows Toss not to die if they don't do a Forge FE. And with Forge FE, Toss dies anyways if Zerg 6pools.

Hell, Envision opens up Stargate tech for Toss. Is that limiting gameplay?

I honestly have no idea where you're getting this idea from. I mean, maybe somewhat, because every game would start with getting a Mothership Core, but is it really all that different from 1Rax FE or even Zerg's early game, aka cheese or FE?
Plus, there's the choice of going Nexus first, or Gateway first, Gas first, or even Forge first.


Well don't get me wrong. the abilities are nice, but I just don't like the idea of a unique unit.

Some people disagree.

The MSC can only be in one place . You either defend one base and protect it from cloaked threats and be ready to cast photon overcharge OR you take it with your army to recall when necessary. but since you can build only one every enemy will focus on killing it instantly which is not that hard.

Well, the focus of Recall is to retreat home when pressuring early game or mid-game. Zerg can't shoot up early game, except with Queens, which are terribly slow off creep. Terran has Marines, but the Marines are a bit busy stutter-stepping away from Zealots. If Toss does reach a situation in which he is likely to lose his Mothership Core, then he Recalls before it can die. It's a matter of knowing when to Recall, which can be very very interesting from a spectator's perspective.

Imagine a Toss (let's say MC) is looking to do some aggression. He moves out, but then he gets surrounded, and the situation looks grim, but he doesn't Recall. With some amazing Zealot/Stalker micro, he pulls through and wins the game. Awesome, right?

the photon overcharge is a nice ability - but why does it have to be on the MSC? does not make sense to me. Give it to the nexus for like 125 energy. Envision could be given to another unit like the sentry or to a stargate unit.

Envision could fit well on the Oracle, but Blizz put it on the Mothership Core because it was intended to help defend against cloak-based harass, allowing Toss to postpone the necessity of Observers. If it were on the Oracle, then it could just fly anywhere with detection whenever you want it.

On the Nexus, it only has 100 energy.
I know, that can be changed, but I just find that error a bit amusing.

Photon Overcharge is an iffy subject for putting it on the Nexus. I tend to relate Mothership Core FEs to Forge FEs. The prerequisite is a Forge to build the Cannon. Instead, the prerequisite is a unit, which can die at any time. This makes defense against early aggression more exciting. If a Terran decides to do some Marine aggro,

Recall is maybe the biggest change and is really the only thing that makes sense on the MSC but I still don't like it. I'd rather have protoss get a building that can recall units. OR heck give the skill to the nexus as well since it can teleport to the nexus only.

Well, that was tried before, and it was a bit boring when you knew you couldn't kill the Toss army no matter what happened. At least now you can try to kill the Mothership Core if Toss slips up, giving you some hope.

Or if it really has to stay, change the name and instead of making it unique give it higher gas costs.
The unique unit concept really is not starcraft like and does not offer any advantages.

That would pose a problem with Envision. Dayvie said that you are still supposed to require Obs as an adaptation if Terran goes for mass Cloak-shees or Toss goes for mass DTs. If you had, say, 2 Mothership Cores, then you could opt out of getting Obs ever. One Mothership Core for Envision, one for Recall and Photon Overcharge.

Although I admit this is the best idea you have to offer in your post.

I'm pretty sure they did not include the mothership because of the innovative usefulness but because of the "AWWWW, a huge fucking mothership!" - effect.

But nobody is impressed anymore. Just let that shit go.

It's not solely a matter of impressing people because it's a big unit. It's an Arbiter, and it's useful.

Plus, Nukes get an effect of awe just like that. Does anyone complain about those?

Some more concrete ideas:

-Nexus ability, photon overcharge, 125 energy, can be cast either on itself or any nexus

-new building Wormhole generator (costs 100 -100) requires cybercore and has recall ability for 125 energy

-Merge envision again with reveal - any cloaked unit hit will be revealed for 60 seconds (or maybe 30 seconds since they were cloaked)

Addressed the issues with Photon Overcharge and Wormhole Generators before.

As for the Envision thing, that would help against 1 DT, but not against 2. That's kind of stupid.
However, I don't think I fully understand what you mean, so feel free to clarify.

No stupid unique units!

...Now this is just being judgmental.

I personally really hate all those pvz ending with broods,infestor corrupter vs collosi, stalker, archon mothership hinging on those vortexes being cast.

I do too, but Vortex is being reworked, and Tempests are shifting towards being the answer.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
October 29 2012 04:54 GMT
#67
On October 29 2012 05:37 Antylamon wrote:
Called it! :D

And now we wait for word about FF...


I imagine they'll nerf the unpopular spells a bit, to make them more situational (and to better reward efficiency?). Make FF cost 75 energy, for instance, and make Vortex only work on air (so no archons in there), and smaller stuff like that.
BronzeKnee
Profile Joined March 2011
United States5224 Posts
Last Edited: 2012-10-29 05:52:47
October 29 2012 05:00 GMT
#68
The problem with the Tempest in PvP is the same problem the Phoenix has in PvZ. Sure the Phoenix is great against Mutalisks, but it has limited roles beyond that. And that is why you see pro players simply not using the Phoenix vs Mutalisks, they use Blink Stalkers, Archons and High Templar, because those three units are useful in many roles beyond killing Mutalisks.

If the Tempest is one dimensional like the Phoenix, then it just won't work. What will happen is both players will build Colossus, realize the other is building Colossus and build Tempests, then realize the other is building Tempests and build more Tempests since they counter themselves (mass Voids could be an option, but Archons and Stalkers are great vs Void Rays). Then someone will realize that if someone invests in Tempests, just make more Colossus and kill off their ground support, then do a mass Warp in of Blink Stalkers and laugh at the Tempests left over. This is exactly what people do in PvZ. Force your opponent to overmake Corrupters, then roll over them with Blink Stalkers.

A good Zerg limits his Corrupters and uses Infestors well, but Corrupters can change into Broodlords and end up in a ground attack role. The Tempest however, like the Phoenix, has no role to transition to.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
October 29 2012 05:15 GMT
#69
On October 29 2012 14:00 BronzeKnee wrote:
The problem with the Tempest in PvP is the same problem the Phoenix has in PvZ. Sure the Phoenix is great against Mutalisks, but it has limited roles beyond that. And that is why you see pro players simply not using the Phoenix vs Mutalisks, they use Blink Stalkers, Archons and High Templar, because they are useful in many roles beyond killing Mutalisks.

If the Tempest is one dimensional like the Phoenix, then it just won't work. What will happen is both players will build Colossus, realize the other is building Colossus and build Tempests, then realize the other is building Tempests and build more Tempests since they counter themselves (mass Voids could be an option, but Archons and Stalkers are great vs Void Rays). Then someone will realize that if someone invests in Tempests, just make more Colossus and kill off their ground support, then do a mass Warp in of Blink Stalkers and laugh at the Tempests left over. This is exactly what people do in PvZ. Force your opponent to overmake Corrupters, then roll over them with Blink Stalkers.

A good Zerg limits his Corrupters and use Infestors well, but Corrupters can change into Broodlords and end up in a ground attack role. The Tempest however, like the Phoenix, has no role to transition to.


tempest hits ground, phoenix doesn't... to me this makes them worlds apart
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
BronzeKnee
Profile Joined March 2011
United States5224 Posts
Last Edited: 2012-10-29 06:00:47
October 29 2012 05:36 GMT
#70
On October 29 2012 14:15 mishimaBeef wrote:
Show nested quote +
On October 29 2012 14:00 BronzeKnee wrote:
The problem with the Tempest in PvP is the same problem the Phoenix has in PvZ. Sure the Phoenix is great against Mutalisks, but it has limited roles beyond that. And that is why you see pro players simply not using the Phoenix vs Mutalisks, they use Blink Stalkers, Archons and High Templar, because they are useful in many roles beyond killing Mutalisks.

If the Tempest is one dimensional like the Phoenix, then it just won't work. What will happen is both players will build Colossus, realize the other is building Colossus and build Tempests, then realize the other is building Tempests and build more Tempests since they counter themselves (mass Voids could be an option, but Archons and Stalkers are great vs Void Rays). Then someone will realize that if someone invests in Tempests, just make more Colossus and kill off their ground support, then do a mass Warp in of Blink Stalkers and laugh at the Tempests left over. This is exactly what people do in PvZ. Force your opponent to overmake Corrupters, then roll over them with Blink Stalkers.

A good Zerg limits his Corrupters and use Infestors well, but Corrupters can change into Broodlords and end up in a ground attack role. The Tempest however, like the Phoenix, has no role to transition to.


tempest hits ground, phoenix doesn't... to me this makes them worlds apart


Tempests do 9 DPS to non-massive ground units and cost 300/200. Two Marines (no upgrades, no stim) do 14 DPS to all units and cost 100/0. One Stalker does 9.7 DPS to armored units and costs 125/50.

I don't really know what else to say. I mean a Void Ray does 10 DPS to a Zergling uncharged and costs 250/150, and how bad are Void Rays vs Zerglings? Believe it or not, not as bad as Tempests...

Tempests are terrible vs non-massive ground units.
DeCoup
Profile Joined September 2006
Australia1933 Posts
October 29 2012 05:39 GMT
#71
On October 29 2012 14:15 mishimaBeef wrote:
Show nested quote +
On October 29 2012 14:00 BronzeKnee wrote:
The problem with the Tempest in PvP is the same problem the Phoenix has in PvZ. Sure the Phoenix is great against Mutalisks, but it has limited roles beyond that. And that is why you see pro players simply not using the Phoenix vs Mutalisks, they use Blink Stalkers, Archons and High Templar, because they are useful in many roles beyond killing Mutalisks.

If the Tempest is one dimensional like the Phoenix, then it just won't work. What will happen is both players will build Colossus, realize the other is building Colossus and build Tempests, then realize the other is building Tempests and build more Tempests since they counter themselves (mass Voids could be an option, but Archons and Stalkers are great vs Void Rays). Then someone will realize that if someone invests in Tempests, just make more Colossus and kill off their ground support, then do a mass Warp in of Blink Stalkers and laugh at the Tempests left over. This is exactly what people do in PvZ. Force your opponent to overmake Corrupters, then roll over them with Blink Stalkers.

A good Zerg limits his Corrupters and use Infestors well, but Corrupters can change into Broodlords and end up in a ground attack role. The Tempest however, like the Phoenix, has no role to transition to.


tempest hits ground, phoenix doesn't... to me this makes them worlds apart

He is not comparing the units, he is comparing the utility of the units. Both these units become almost useless and actually detriment your army once their hard counter victim is gone. The same can (and is) said of Vikings in TvP. Once the colossus are gone the entire supply of Vikings is a detriment to the rest of your composition because they become useless. It is a problem with their design. This is why soft counters are generally the better choice (eg using Blink Stalkers/High Templar/Archons vs Mutalisk) because they still retain usefulness once the threat is dealt with.

Choosing a soft counter over a hard counter is not always so easy tho, as in the case of Vikings. Because if you don't use Vikings what else can you use? For the Vikings vs Colossus case solutions could include either altering another units role to alllow it to be an additional option to use against Colossus, Design a new unit which could help against Colossus or to Modify the Viking itself to give it utility once the colossus is gone (Eg make its ground form more useful).

The Tempest has been slowly tuned in role to become a hard counter to massive units, but in more recent patches they have begun trying to broaden its uses more (eg more base damage, less +massive damage so it does the same vs massive but a bit more than it did vs non massive) to elevate some of the issues hard counter units have and to open up more uses to the unit. This is exactly what needs to be done. Not only to this unit, but to many of the hard counter units in the game which fall too deeply into niche uses.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
BronzeKnee
Profile Joined March 2011
United States5224 Posts
Last Edited: 2012-10-29 05:54:44
October 29 2012 05:41 GMT
#72
On October 29 2012 14:39 DeCoup wrote:
Show nested quote +
On October 29 2012 14:15 mishimaBeef wrote:
On October 29 2012 14:00 BronzeKnee wrote:
The problem with the Tempest in PvP is the same problem the Phoenix has in PvZ. Sure the Phoenix is great against Mutalisks, but it has limited roles beyond that. And that is why you see pro players simply not using the Phoenix vs Mutalisks, they use Blink Stalkers, Archons and High Templar, because they are useful in many roles beyond killing Mutalisks.

If the Tempest is one dimensional like the Phoenix, then it just won't work. What will happen is both players will build Colossus, realize the other is building Colossus and build Tempests, then realize the other is building Tempests and build more Tempests since they counter themselves (mass Voids could be an option, but Archons and Stalkers are great vs Void Rays). Then someone will realize that if someone invests in Tempests, just make more Colossus and kill off their ground support, then do a mass Warp in of Blink Stalkers and laugh at the Tempests left over. This is exactly what people do in PvZ. Force your opponent to overmake Corrupters, then roll over them with Blink Stalkers.

A good Zerg limits his Corrupters and use Infestors well, but Corrupters can change into Broodlords and end up in a ground attack role. The Tempest however, like the Phoenix, has no role to transition to.


tempest hits ground, phoenix doesn't... to me this makes them worlds apart

He is not comparing the units, he is comparing the utility of the units. Both these units become almost useless and actually detriment your army once their hard counter victim is gone. The same can (and is) said of Vikings in TvP. Once the colossus are gone the entire supply of Vikings is a detriment to the rest of your composition because they become useless. It is a problem with their design. This is why soft counters are generally the better choice (eg using Blink Stalkers/High Templar/Archons vs Mutalisk) because they still retain usefulness once the threat is dealt with.

Choosing a soft counter over a hard counter is not always so easy tho, as in the case of Vikings. Because if you don't use Vikings what else can you use? For the Vikings vs Colossus case solutions could include either altering another units role to alllow it to be an additional option to use against Colossus, Design a new unit which could help against Colossus or to Modify the Viking itself to give it utility once the colossus is gone (Eg make its ground form more useful).

The Tempest has been slowly tuned in role to become a hard counter to massive units, but in more recent patches they have begun trying to broaden its uses more (eg more base damage, less +massive damage so it does the same vs massive but a bit more than it did vs non massive) to elevate some of the issues hard counter units have and to open up more uses to the unit. This is exactly what needs to be done. Not only to this unit, but to many of the hard counter units in the game which fall too deeply into niche uses.


I wish I could have stated it so eloquently. And it is what I try to do here http://www.teamliquid.net/forum/viewmessage.php?topic_id=378373 regarding units like the Immortal and Tempest. I feel like I need to rewrite sections and plagiarize what you wrote... I won't do it though.

However, the Viking is better vs ground units than Tempest is. A single Viking at less than half the cost of a Tempest does 12 DPS to ground units.
Millet
Profile Joined April 2012
Sweden143 Posts
October 29 2012 07:44 GMT
#73
On October 29 2012 06:01 YyapSsap wrote:
What happens if it becomes tempest wars now? lol

Won't happen, since stalkers are really good vs only tempests. Before it was: who ever has most colossi wins.
But now it should be:
Tempest > Colossus
Colossus > Only gateway units
Only gateway units > Tempests

This is the dynamic that tempests will probably pull off, and that is great. We don't want stale match-ups. At first I was unsure of the tempest, but it is starting to find its role. GJ to blizzard!
MasterCynical
Profile Joined September 2012
505 Posts
October 29 2012 08:30 GMT
#74
Tempests needs more micro potential. It's turning out to be a Protoss Broodlord.
Technique
Profile Joined March 2010
Netherlands1542 Posts
Last Edited: 2012-10-29 08:40:27
October 29 2012 08:38 GMT
#75
On October 29 2012 07:35 Freeborn wrote:
Show nested quote +
On October 29 2012 04:48 murphs wrote:
If they had any sense they would delete the mothership.


This.
So bad.

And of course the mothership core with it.
I'm in the beta and I hate the msc.
It's slow and you can only have one, I feel that it limits the gameplay more than it adds to it.

Plus hero units have no place outside of the campaign.

Msc is really nice actually, especially in p mirror, cuts down on the 2 proxy gate cheese even if u seen it coming a bit late.

And it gives protoss the chance to roam the map a bit more freely.
If you think you're good, you suck. If you think you suck, you're getting better.
Vanadiel
Profile Joined April 2012
France961 Posts
October 29 2012 10:59 GMT
#76
I don't really want to see Vortex go away, the initial idea behind it is still good imo, the problem for me here is the archon toilet, not the vortex itself. If you do such as units that cames out of a vortex cannot be attacked right away, and that infestor cannot neural a mothership, you'll give to the mothership its initial role, which allow to cut army in two and gives you positional advantages.
Big J
Profile Joined March 2011
Austria16289 Posts
October 29 2012 11:06 GMT
#77
On October 29 2012 19:59 Vanadiel wrote:
I don't really want to see Vortex go away, the initial idea behind it is still good imo, the problem for me here is the archon toilet, not the vortex itself. If you do such as units that cames out of a vortex cannot be attacked right away, and that infestor cannot neural a mothership, you'll give to the mothership its initial role, which allow to cut army in two and gives you positional advantages.


Yes and no. Generally I agree, but I think that it's generally bad, because the units come out clumped heavily and no matter what you Vortex, as long as you close in with splash it's a deadly move - not just an "I win" like with the Archon toilet vs slow declumping Air-Units, but it's still extremly deadly.

Imo they should keep the Vortex, but make it impossible that your own units enter it or maybe generally that other units than the ones that were caught initially enter it. Having two enemy armies coming out in one big clump makes it quite bad, because it just destroys every form of micro or positioning.
Decendos
Profile Joined August 2011
Germany1341 Posts
October 29 2012 11:10 GMT
#78
On October 29 2012 20:06 Big J wrote:
Show nested quote +
On October 29 2012 19:59 Vanadiel wrote:
I don't really want to see Vortex go away, the initial idea behind it is still good imo, the problem for me here is the archon toilet, not the vortex itself. If you do such as units that cames out of a vortex cannot be attacked right away, and that infestor cannot neural a mothership, you'll give to the mothership its initial role, which allow to cut army in two and gives you positional advantages.


Yes and no. Generally I agree, but I think that it's generally bad, because the units come out clumped heavily and no matter what you Vortex, as long as you close in with splash it's a deadly move - not just an "I win" like with the Archon toilet vs slow declumping Air-Units, but it's still extremly deadly.

Imo they should keep the Vortex, but make it impossible that your own units enter it or maybe generally that other units than the ones that were caught initially enter it. Having two enemy armies coming out in one big clump makes it quite bad, because it just destroys every form of micro or positioning.


just giving the MS stasis field instead of vortex would do that.

still dont like the micropreventing spells and vortex is a really hard one. best thing would be to remove it completely and give MS another spell...or just remove the stupid hero unit completely.
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
October 29 2012 11:13 GMT
#79
On October 29 2012 10:56 awesomoecalypse wrote:
Protoss air is getting to a really cool place, design-wise. Some numbers might need tweaking, and the Void Ray's role isn't super clear, but the overall design direction of the Protoss fleet has a lot of very cool uses, and feels so much more powerful and flexible than Stargate in HotS


Funny thing is, right now the only real use for void rays i can think of is to take out tempests in PvP :p
Big J
Profile Joined March 2011
Austria16289 Posts
October 29 2012 11:24 GMT
#80
On October 29 2012 20:10 Decendos wrote:
Show nested quote +
On October 29 2012 20:06 Big J wrote:
On October 29 2012 19:59 Vanadiel wrote:
I don't really want to see Vortex go away, the initial idea behind it is still good imo, the problem for me here is the archon toilet, not the vortex itself. If you do such as units that cames out of a vortex cannot be attacked right away, and that infestor cannot neural a mothership, you'll give to the mothership its initial role, which allow to cut army in two and gives you positional advantages.


Yes and no. Generally I agree, but I think that it's generally bad, because the units come out clumped heavily and no matter what you Vortex, as long as you close in with splash it's a deadly move - not just an "I win" like with the Archon toilet vs slow declumping Air-Units, but it's still extremly deadly.

Imo they should keep the Vortex, but make it impossible that your own units enter it or maybe generally that other units than the ones that were caught initially enter it. Having two enemy armies coming out in one big clump makes it quite bad, because it just destroys every form of micro or positioning.


just giving the MS stasis field instead of vortex would do that.

still dont like the micropreventing spells and vortex is a really hard one. best thing would be to remove it completely and give MS another spell...or just remove the stupid hero unit completely.


I think the Mothership is a great opportunity. I mean there are abilities that are probably too hard to balance in a good way (for example recall - didn't make it in WoL on the Arbiter, didn't make it in HotS on the Nexus) but are really exciting. Having a unit that is limited to 1, makes it so that such spells can be implemented.
Vortex is not such an ability. It looks like one, but the splash+vortex combo turns it from a strong positional spell into a wincondition. But:
Recall is probably such an ability (the alternative would be to severly limit the amount of units that can be recalled - which is basically a different spell)
Mass cloak is maybe such an ability
Macroboosting spells are probably such abilities
Spells like energize that would break the game if two MSCs could energize each other are possible
Making such a unit a little stronger per cost and per timing than it should be is possible, because they cannot be massed

Hero units grant many interesting possibilities. The problem is simply that the Mothership is not in the right spot, because Vortex is the thing that blizzard did not want to give the mothership
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