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Beta Balance Update #10 - Page 86

Forum Index > StarCraft 2 HotS
1835 CommentsPost a Reply
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Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-12-31 07:51:24
December 31 2012 07:49 GMT
#1701
On December 31 2012 15:03 Whitewing wrote:
Show nested quote +
On December 29 2012 00:11 Rabiator wrote:
On December 28 2012 23:20 Big J wrote:
On December 28 2012 23:05 Rabiator wrote:
On December 28 2012 18:31 Serenity12 wrote:
Infestor play is simply making games where Zerg are involved less fun to watch. It is a unit for Zerg players that has too much versatility, so no wonder they build mass amounts of them. The best thing would be to nerf Infestors effectiveness while at the same time buffing other zerg units like hydras.

Since that kind of "restructuring" would involve some pretty big changes to the stats I would think that adding some "bonus damage" to certain core Zerg units would be a good incentive to push players into building stuff like Hydralisks. In BW Hydralisks had "explosive" damage and were more effective against larger targets, but in SC2 neither the Roach nor the Hydralisk have any unit type they are weak against. Thus adding something like this would give an incentive to build Hydralisks more and thus build a possibly "less optimal" unit. Right now Zerg only build Roaches (unless they already have a crapton of them and can fill the second row with Hydralisks) when they want to build ranged units and that is an advantage over Terrans for example, who will probably have a mix of Marines and Marauders.

Obviously such "bonus" damage should not be implemented as it is for the Hellion for example, where the bonus damage is so big that the base damage is insignificant ... which makes the unit pretty much useless against non-bonus-type-units. That is the perfect example of rock-paper-scissors gone wrong. The BW ratios of 100%/75%/50% are much better.


SC2:
Hellion: 100% vs light/ 57% else
Hellion with BF: 100%vs light/ 42% else
Marauder: 100% vs armored/50% else

BW:
Firebat: 100%/50%/25%
Ghost: 100%/50%/25%
Vulture: 100%/50%/25%

Care to elaborate why the 57% or 42% are so much worse than the BW ratios of Firebat, Ghost or Vulture?

Firebat, Ghost, Vulture - Who built that unit for its combat abilities?

Of those three only the Vulture was built as a standard unit, but not primarily for its own combat abilities but rather for the Spider Mines. They are good against SMALL units ... and thus against MOST infantry (all except the Dragoon which is large and the Hydralisk which is medium), which makes up the majority of the units. Their primary role is worker harrass and scouting.

Now look at the SC2 units: Hellions are pretty bad against everything that isnt Zerglings or Workers ... without the Spider Mines; Marauders are bad against light junk and only work due to their armor, Stimpack and being healed through Medivacs, but without the Medivac or Stimpack they dont really work against Zerglings ... just as Stalkers are going to die against them without either Blink or Forcefields.

With the excessive number of units built in SC2 any form of scouting with units is going to be sacrificial and you dont want to use expensive bikes for that, but in BW that worked well enough.

Its not only the percentages but also the meaning of them AND the lack of "bonus damage" on the Zerg side of the fence which makes the game badly balanced atm.


Hellions aren't nearly as bad as you seem to think they are, in large numbers they actually trade cost efficiently vs. a lot of their supposed 'counters' since they all deal splash damage. Once you get to the point where a group of hellions can one shot, say, a stalker, you'll actually see them annihilate groups of stalkers that are way more expensive. It's not all that uncommon to see a bunch of hellions roasting roaches alive when the roaches don't heavily outnumber them once you get to your critical mass of hellions.

With regards to your comments on the marauder, I can say only this: Will people PLEASE stop thinking about units in a vacuum? We're not playing under arbitrary mono-battle rules in the game unless we want to, nobody is forcing you to not make medivacs. Therefore, it is completely reasonable to assume medivacs. Marauders with medivacs are awesome. I don't really know what else to say. Maruaders are ridiculously good.

You quite lost me at that point. You do realize that you need TWENTY Hellions to one-shot a Stalker? I dont think that you can even arrange them in such a way to make this happen and in any case both Protoss and Zerg have easy countermeasures of Forcefield and Banelings.

Marauders are terribly boring and bad against light units. You might realize that if you would stop thinking in "dream compositions".

On December 31 2012 12:02 Filter wrote:
Show nested quote +
On December 31 2012 10:32 zJayy962 wrote:
On December 31 2012 10:16 Serpico wrote:
On December 31 2012 09:59 Zahir wrote:
On December 31 2012 08:53 Xequecal wrote:
On December 28 2012 23:20 Big J wrote:
SC2:
Hellion: 100% vs light/ 57% else
Hellion with BF: 100%vs light/ 42% else
Marauder: 100% vs armored/50% else

BW:
Firebat: 100%/50%/25%
Ghost: 100%/50%/25%
Vulture: 100%/50%/25%

Care to elaborate why the 57% or 42% are so much worse than the BW ratios of Firebat, Ghost or Vulture?


In BW everything did full damage to shields. This is why mech was effective against P in BW but isn't in SC2. In BW, Archons were completely useless against Terran mech. In SC2, they annihilate Terran mech. Also because of the shield mechanics, in BW Dragoons were a very soft counter to Vultures, as opposed to Stalkers being a hilarious hard counter to Hellions in SC2. In fact I suspect that if it wasn't for the 12-unit selection limit, Vultures would have beaten Dragoons cost-for-cost in BW as you would have been able to surround with like 40 of them and drop 40 spidermines at once.


Excellent point. If only blizzard had incorporated this mechanic into Sc2 there would have been no need to dick around with 1a units like warhounds or battle hellions. As things are, there is probably going to end up being some really wonky mechanic to make tank mech viable vs toss, something like buffed massable widow mines. Actually, I'm increasingly convinced that tank heavy play is just never going to be viable in this matchup. Congrats to whatever wiz on the devteam dreamed up immortals.

Probably browder, because almost every unit needs a useless gimmick (well hardened shields are pretty useful at destroying any chance of mech play I guess) in order to make them SUPER COOL WITH TERRIBLE DAMAGE.


This is a great point. SCBW units like marine, goliath, dragoon, etc were all fine even though they were all 1A units, they had their own unique pathing, range, attack animation, and micro capabilities they were still interesting to watch and play. Now every unit must have some sort of gimmick to be added into the game.


The loss of the Goliath is what really kills mech in most mu's (Immortal aside). Thors are super expensive, super slow and take forever to build. There's also no real way to have a good mix of them, if Thors were smaller and 2 supply you could easily mix the right number for your opponents comp, with the current Thor you can't do that really. Supply heavy units/Power units really hurt strategic decisions.

Since Blizzard reduced the size of the Thor and gave it a single target attack, maybe they are starting to realize this problem of the missing Goliath and the Thor being terrible at what it was designed to do.
If you cant say what you're meaning, you can never mean what you're saying.
Godwrath
Profile Joined August 2012
Spain10131 Posts
December 31 2012 09:41 GMT
#1702
When will blizzard realize that building mines isn't exciting ?
Infernal_dream
Profile Joined September 2011
United States2359 Posts
December 31 2012 09:44 GMT
#1703
On December 31 2012 18:41 Godwrath wrote:
When will blizzard realize that building mines isn't exciting ?


Oh they aren't? Mines in BW were exciting. I'll agree that the ones in sc2 are complete garbage but they have time to work with them still.
Patate
Profile Joined January 2011
Canada441 Posts
December 31 2012 09:45 GMT
#1704
On December 31 2012 18:41 Godwrath wrote:
When will blizzard realize that building mines isn't exciting ?


one thing for sure, there won't be "mine fields" when they cost 2 supply each..
Dead game.
Xequecal
Profile Joined October 2010
United States473 Posts
Last Edited: 2012-12-31 12:18:36
December 31 2012 12:18 GMT
#1705
On December 31 2012 12:02 Filter wrote:
The loss of the Goliath is what really kills mech in most mu's (Immortal aside). Thors are super expensive, super slow and take forever to build. There's also no real way to have a good mix of them, if Thors were smaller and 2 supply you could easily mix the right number for your opponents comp, with the current Thor you can't do that really. Supply heavy units/Power units really hurt strategic decisions.


You know, I still don't understand why the Goliath worked to defend mech from mass Mutalisks in BW but the Viking doesn't work at all against Mutalisks in SC2. The Viking does cost more, but it also has much higher DPS against Mutalisks than the Goliath did, (6.8 vs 10) and of course has the advantage of being a flying unit.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10364 Posts
December 31 2012 12:23 GMT
#1706
On December 31 2012 21:18 Xequecal wrote:
Show nested quote +
On December 31 2012 12:02 Filter wrote:
The loss of the Goliath is what really kills mech in most mu's (Immortal aside). Thors are super expensive, super slow and take forever to build. There's also no real way to have a good mix of them, if Thors were smaller and 2 supply you could easily mix the right number for your opponents comp, with the current Thor you can't do that really. Supply heavy units/Power units really hurt strategic decisions.


You know, I still don't understand why the Goliath worked to defend mech from mass Mutalisks in BW but the Viking doesn't work at all against Mutalisks in SC2. The Viking does cost more, but it also has much higher DPS against Mutalisks than the Goliath did, (6.8 vs 10) and of course has the advantage of being a flying unit.


Doesn't the goliath attack a lot faster? On liqupiedia it says the cooldown is 22 (not sure what measurement that is).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Xequecal
Profile Joined October 2010
United States473 Posts
December 31 2012 12:31 GMT
#1707
On December 31 2012 21:23 Yoshi Kirishima wrote:
Doesn't the goliath attack a lot faster? On liqupiedia it says the cooldown is 22 (not sure what measurement that is).


15 = 1 second in BW. It does 20 explosive damage which means 10 damage to mutalisks. 10 / (22/15) = 6.8. The viking is just a straight 10 DPS against mutas.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-12-31 13:16:31
December 31 2012 12:54 GMT
#1708
On December 31 2012 21:31 Xequecal wrote:
Show nested quote +
On December 31 2012 21:23 Yoshi Kirishima wrote:
Doesn't the goliath attack a lot faster? On liqupiedia it says the cooldown is 22 (not sure what measurement that is).


15 = 1 second in BW. It does 20 explosive damage which means 10 damage to mutalisks. 10 / (22/15) = 6.8. The viking is just a straight 10 DPS against mutas.


24 frames on Fastest, 15 on normal.
So the Goliath damage per real second is 10.909 vs mutalisks.

The Viking does 10 damage per blizzard second, which means to get it on real seconds, you have to multiplicate with 1.38. (1 shot per blizzard second means 1.38shots per real second, as blizzard time is faster than real time).
So Vikings have 13.8 damage per real second vs mutalisks.

Edit: On fastest speed that is. Your methode with the 6.8dps and 10dps is true if you compare normal speed. However, even those ratios are off (Fastest/Normal=1.6 in BW, Fastest/Normal=1.38 in SC2). I think if you compare dps from SC2 with BW, its best to do it with both games on fastest, because that's the speed they are being played on.
Rabiator
Profile Joined March 2010
Germany3948 Posts
December 31 2012 13:12 GMT
#1709
On December 31 2012 21:54 Big J wrote:
Show nested quote +
On December 31 2012 21:31 Xequecal wrote:
On December 31 2012 21:23 Yoshi Kirishima wrote:
Doesn't the goliath attack a lot faster? On liqupiedia it says the cooldown is 22 (not sure what measurement that is).


15 = 1 second in BW. It does 20 explosive damage which means 10 damage to mutalisks. 10 / (22/15) = 6.8. The viking is just a straight 10 DPS against mutas.


24 frames on Fastest, 15 on normal.
So the Goliath damage per real second is 10.909 vs mutalisks.

The Viking does 10 damage per blizzard second, which means to get it on real seconds, you have to multiplicate with 1.38. (1 shot per blizzard second means 1.38shots per real second, as blizzard time is faster than real time).
So Vikings have 13.8 damage per real second vs mutalisks.

The Thor with its new firing mode does flat 24 damage per shot ... at a cooldown of 2 seconds I think (it was reported to be faster than the AoE AA attack). This brings it to a whopping 12 dps, which is rather disappointing for a 6 supply unit.
If you cant say what you're meaning, you can never mean what you're saying.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
December 31 2012 13:19 GMT
#1710
On December 31 2012 21:18 Xequecal wrote:
Show nested quote +
On December 31 2012 12:02 Filter wrote:
The loss of the Goliath is what really kills mech in most mu's (Immortal aside). Thors are super expensive, super slow and take forever to build. There's also no real way to have a good mix of them, if Thors were smaller and 2 supply you could easily mix the right number for your opponents comp, with the current Thor you can't do that really. Supply heavy units/Power units really hurt strategic decisions.


You know, I still don't understand why the Goliath worked to defend mech from mass Mutalisks in BW but the Viking doesn't work at all against Mutalisks in SC2. The Viking does cost more, but it also has much higher DPS against Mutalisks than the Goliath did, (6.8 vs 10) and of course has the advantage of being a flying unit.


Lets assume the zerg gets 20 mutas. As a respond you probably need to build 20+ vikings. To be safe you get 25-30. During the battle the zerg focus fires your ground army, which means you are left with say; 10-15 vikings and nothing else. Now the zerg tech switches into mass roaches and 1a roflstomps you 1 minute later. Goliaths were a better all round unit.
Rabiator
Profile Joined March 2010
Germany3948 Posts
December 31 2012 13:25 GMT
#1711
On December 31 2012 21:18 Xequecal wrote:
Show nested quote +
On December 31 2012 12:02 Filter wrote:
The loss of the Goliath is what really kills mech in most mu's (Immortal aside). Thors are super expensive, super slow and take forever to build. There's also no real way to have a good mix of them, if Thors were smaller and 2 supply you could easily mix the right number for your opponents comp, with the current Thor you can't do that really. Supply heavy units/Power units really hurt strategic decisions.


You know, I still don't understand why the Goliath worked to defend mech from mass Mutalisks in BW but the Viking doesn't work at all against Mutalisks in SC2. The Viking does cost more, but it also has much higher DPS against Mutalisks than the Goliath did, (6.8 vs 10) and of course has the advantage of being a flying unit.

The thing is that the Goliath doesnt lose its viability once there are no more Mutalisks while the Viking only has a seriously gimmicky ground attack. Even at a lower damage I would rather build Goliaths than Vikings simply because I can use them for more than just fending off air units.
If you cant say what you're meaning, you can never mean what you're saying.
4Servy
Profile Joined August 2008
Netherlands1542 Posts
Last Edited: 2012-12-31 14:38:23
December 31 2012 14:37 GMT
#1712
People forget that +/- 3 SV's where added later on in mech armies with 4-5 irradiates just lols over any muta army. Comparing BW goliath vs SC2 viking is just silly especialy since all the mech units work alot in better in tandem than in sc2. Its just a completly different unit and the game works completly different.
Grendel
Profile Joined November 2010
Belgium126 Posts
December 31 2012 14:55 GMT
#1713
On December 31 2012 21:18 Xequecal wrote:
Show nested quote +
On December 31 2012 12:02 Filter wrote:
The loss of the Goliath is what really kills mech in most mu's (Immortal aside). Thors are super expensive, super slow and take forever to build. There's also no real way to have a good mix of them, if Thors were smaller and 2 supply you could easily mix the right number for your opponents comp, with the current Thor you can't do that really. Supply heavy units/Power units really hurt strategic decisions.


You know, I still don't understand why the Goliath worked to defend mech from mass Mutalisks in BW but the Viking doesn't work at all against Mutalisks in SC2. The Viking does cost more, but it also has much higher DPS against Mutalisks than the Goliath did, (6.8 vs 10) and of course has the advantage of being a flying unit.


Well, there are quite a few things that make the Goliath better.

- First, it's an all round unit. It can attack ground decently without needing a transformation.
- It's faster and has a faster acceleration. Yes, the Goliath can't fly, true, still doesn't make up for it though.
- It scales with upgrades of mech. Yes they tried doing that by making air and ground upgrades for the armory one, and by doing do gave Terran free 3/3 banshees and Battlecruisers late game. Wouldn't be the case if we had a simple Goliath.
- It doesn't fly. Meaning, it doesn't need a very specific counter, and doesn't die to all kinds of anti air, like Corruptors, giving it MORE survivability.
- It costs 50% less.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2012-12-31 15:04:25
December 31 2012 15:03 GMT
#1714
On December 31 2012 16:49 Rabiator wrote:
Show nested quote +
On December 31 2012 15:03 Whitewing wrote:
On December 29 2012 00:11 Rabiator wrote:
On December 28 2012 23:20 Big J wrote:
On December 28 2012 23:05 Rabiator wrote:
On December 28 2012 18:31 Serenity12 wrote:
Infestor play is simply making games where Zerg are involved less fun to watch. It is a unit for Zerg players that has too much versatility, so no wonder they build mass amounts of them. The best thing would be to nerf Infestors effectiveness while at the same time buffing other zerg units like hydras.

Since that kind of "restructuring" would involve some pretty big changes to the stats I would think that adding some "bonus damage" to certain core Zerg units would be a good incentive to push players into building stuff like Hydralisks. In BW Hydralisks had "explosive" damage and were more effective against larger targets, but in SC2 neither the Roach nor the Hydralisk have any unit type they are weak against. Thus adding something like this would give an incentive to build Hydralisks more and thus build a possibly "less optimal" unit. Right now Zerg only build Roaches (unless they already have a crapton of them and can fill the second row with Hydralisks) when they want to build ranged units and that is an advantage over Terrans for example, who will probably have a mix of Marines and Marauders.

Obviously such "bonus" damage should not be implemented as it is for the Hellion for example, where the bonus damage is so big that the base damage is insignificant ... which makes the unit pretty much useless against non-bonus-type-units. That is the perfect example of rock-paper-scissors gone wrong. The BW ratios of 100%/75%/50% are much better.


SC2:
Hellion: 100% vs light/ 57% else
Hellion with BF: 100%vs light/ 42% else
Marauder: 100% vs armored/50% else

BW:
Firebat: 100%/50%/25%
Ghost: 100%/50%/25%
Vulture: 100%/50%/25%

Care to elaborate why the 57% or 42% are so much worse than the BW ratios of Firebat, Ghost or Vulture?

Firebat, Ghost, Vulture - Who built that unit for its combat abilities?

Of those three only the Vulture was built as a standard unit, but not primarily for its own combat abilities but rather for the Spider Mines. They are good against SMALL units ... and thus against MOST infantry (all except the Dragoon which is large and the Hydralisk which is medium), which makes up the majority of the units. Their primary role is worker harrass and scouting.

Now look at the SC2 units: Hellions are pretty bad against everything that isnt Zerglings or Workers ... without the Spider Mines; Marauders are bad against light junk and only work due to their armor, Stimpack and being healed through Medivacs, but without the Medivac or Stimpack they dont really work against Zerglings ... just as Stalkers are going to die against them without either Blink or Forcefields.

With the excessive number of units built in SC2 any form of scouting with units is going to be sacrificial and you dont want to use expensive bikes for that, but in BW that worked well enough.

Its not only the percentages but also the meaning of them AND the lack of "bonus damage" on the Zerg side of the fence which makes the game badly balanced atm.


Hellions aren't nearly as bad as you seem to think they are, in large numbers they actually trade cost efficiently vs. a lot of their supposed 'counters' since they all deal splash damage. Once you get to the point where a group of hellions can one shot, say, a stalker, you'll actually see them annihilate groups of stalkers that are way more expensive. It's not all that uncommon to see a bunch of hellions roasting roaches alive when the roaches don't heavily outnumber them once you get to your critical mass of hellions.

With regards to your comments on the marauder, I can say only this: Will people PLEASE stop thinking about units in a vacuum? We're not playing under arbitrary mono-battle rules in the game unless we want to, nobody is forcing you to not make medivacs. Therefore, it is completely reasonable to assume medivacs. Marauders with medivacs are awesome. I don't really know what else to say. Maruaders are ridiculously good.

You quite lost me at that point. You do realize that you need TWENTY Hellions to one-shot a Stalker? I dont think that you can even arrange them in such a way to make this happen and in any case both Protoss and Zerg have easy countermeasures of Forcefield and Banelings.

Marauders are terribly boring and bad against light units. You might realize that if you would stop thinking in "dream compositions".

Show nested quote +
On December 31 2012 12:02 Filter wrote:
On December 31 2012 10:32 zJayy962 wrote:
On December 31 2012 10:16 Serpico wrote:
On December 31 2012 09:59 Zahir wrote:
On December 31 2012 08:53 Xequecal wrote:
On December 28 2012 23:20 Big J wrote:
SC2:
Hellion: 100% vs light/ 57% else
Hellion with BF: 100%vs light/ 42% else
Marauder: 100% vs armored/50% else

BW:
Firebat: 100%/50%/25%
Ghost: 100%/50%/25%
Vulture: 100%/50%/25%

Care to elaborate why the 57% or 42% are so much worse than the BW ratios of Firebat, Ghost or Vulture?


In BW everything did full damage to shields. This is why mech was effective against P in BW but isn't in SC2. In BW, Archons were completely useless against Terran mech. In SC2, they annihilate Terran mech. Also because of the shield mechanics, in BW Dragoons were a very soft counter to Vultures, as opposed to Stalkers being a hilarious hard counter to Hellions in SC2. In fact I suspect that if it wasn't for the 12-unit selection limit, Vultures would have beaten Dragoons cost-for-cost in BW as you would have been able to surround with like 40 of them and drop 40 spidermines at once.


Excellent point. If only blizzard had incorporated this mechanic into Sc2 there would have been no need to dick around with 1a units like warhounds or battle hellions. As things are, there is probably going to end up being some really wonky mechanic to make tank mech viable vs toss, something like buffed massable widow mines. Actually, I'm increasingly convinced that tank heavy play is just never going to be viable in this matchup. Congrats to whatever wiz on the devteam dreamed up immortals.

Probably browder, because almost every unit needs a useless gimmick (well hardened shields are pretty useful at destroying any chance of mech play I guess) in order to make them SUPER COOL WITH TERRIBLE DAMAGE.


This is a great point. SCBW units like marine, goliath, dragoon, etc were all fine even though they were all 1A units, they had their own unique pathing, range, attack animation, and micro capabilities they were still interesting to watch and play. Now every unit must have some sort of gimmick to be added into the game.


The loss of the Goliath is what really kills mech in most mu's (Immortal aside). Thors are super expensive, super slow and take forever to build. There's also no real way to have a good mix of them, if Thors were smaller and 2 supply you could easily mix the right number for your opponents comp, with the current Thor you can't do that really. Supply heavy units/Power units really hurt strategic decisions.

Since Blizzard reduced the size of the Thor and gave it a single target attack, maybe they are starting to realize this problem of the missing Goliath and the Thor being terrible at what it was designed to do.


I'm sorry, I didn't realize it was all that unusual in a purely mech composition to have a lot of hellions. The point was that they have a critical mass because they deal splash damage where they actually just trade well with almost anything on the ground that doesn't also deal splash, it doesn't have to be light. Splash damage is pretty good. Banelings are easy to micro against with hellions until fungal is out (at which point zergs usually stop making banelings), and yeah, forcefield can help prevent hellion micro, but hellions actually just dominate protoss in the early game until splash damage is out due to how expensive everything toss has is and how lousy they are at actually killing hellions. Stalkers kinda do shit for damage.

Your comment on dream compositions is laughable. People make compositions, period. What the composition is depends on the matchup and how it develops, but they are never pure marauder once you get out of silver league.

I really wish people would stop with the negative hyperbole 'My opponent can just forcefield me, hellions are useless always!'
Strategy"You know I fucking hate the way you play, right?" ~SC2John
KamikazeDurrrp
Profile Joined January 2012
United States95 Posts
December 31 2012 15:33 GMT
#1715
Sorry to rehash on an old topic in here, but since I had most of this written up I might as well go ahead and post it.

I can't help but facepalm at the amount of posts defending fungal here. I've tried to explain that fungal is bad design to fill in the holes of the bad design of the zerg race, yet instead of wanting fixes for the zerg RACE people just want "tone down" fungal and make it less "massable". Let me make an analogy. Let's look at abduct. We've spent a lot of post explaining why abduct is not that great of a spell right? That the only way to balance abduct would be to make it so you couldn't abduct. Okay, let's take it a step further. What if in order to "fix" abduct blizzard said "okay, abduct is too weak and we need to have it be able to kill high tech units so we increased the range of abduct and made it so when abduct hits, 100 points of damage is done to the enemy unit that is being abducted. This would be ridiculous, wouldn't it? But why would it be ridiculous? There are two questions in my mind people would have immediately about a change that I just mentioned (remember, these would be hypothetical to the hypothetical change):

1. Why does something with so much utility need to be given even more power?

Everybody knows how strong vipers are. It's obvious how much utility that can be gained by pulling a unit away from position, either denying your opponent positioning, or just saving your own high value targets. So with such a large amount of utility why is it warranted to give abduct even MORE utility? This would change the viper’s abduct from a “game-changing” spell to a “game-breaking” one. There just wouldn’t be any reason not to use it. Plus, with binding cloud, it would be essentially riskless to go in there, abduct some units (and instantly kill them) to immediately make the viper extremely cost efficient.

2. Even with the ability to do something as powerful as pulling something away it STILL isn't enough to eliminate high-threat units?

This should be the thing that should worry players the most. With a skill as powerful as abduct, the fact that it still wouldn't be enough to kill high target units that it WARRANTED a buff to abduct would be ringing alarm bells in people's heads. Just think about it, you have a spell with one of the strongest utilities in the game, one that can be game-changing by itself….and it STILL isn’t enough to be able to do the utility it’s been designed for? Maybe at this point, blizzard should be looking at fixing the overall RACE itself instead of using band-aid solutions that only serve to make the game worse.

Do see the parallels here? I could use these exact same arguments (albeit changed a little due to the different context) for fungal. I mean, why does fungal even do so much in the first place? And stop using the “MOBA” argument to defend fungal. I guarantee you if there was a spell in a MOBA with a 4 second root with some dot damage with partial silence that could be spammed people would be whining left and right how broken that spell would be. There’s a huge difference between a MOBA and an RTS. In a MOBA you have hundreds of heroes each with their own utility that you can pick and choose (albeit with mind games) to get the composition you want. In Starcraft 2 there are just 3 races with GIVEN units and utility. Plus, I don’t even think starcraft 2 has as many “units” as Dota 2 has “heroes”. STOP USING MOBA AS AN EXCUSE FOR BROKEN SPELLS. I mean jeez, people are even using “MOBA” logic to spells, such as making fungal a root to a tapering slow, some dot damage that “doesn’t have to root if you don’t want it too”. Look, IN AN RTS SPELLS SHOULD BE SIMPLE, EASY TO UNDERSTAND, AND JUST PROVIDE A SPECIFIC UTILITY, NOT ALL THE UTILITY YOU NEED. Just the fact that people are going to ridiculous lengths to try and “balance” fungal should speak enough about how broken fungal is.

Finally for all those people still saying that fungal isn’t broken, what would happen if we applied the same argument and logic that is used to defend fungal for other units and spells? You know marine stim? Why does it need to cost health? How about every time you stim not only do you get the increased speed and damage you actually GAIN health. Why even stop there? You know high Templar storm? How about every storm actually FOLLOWS the unit being stormed so that unit can get hit. Oh, and siege mode? Every time you hit an enemy unit with siege mode they get a .5 second “non-stackable” ministun. What’s that? That’s retardedly broken? Hell naw, this would actually ENCOURAGE micro from the opponent because they would have to presplit when facing against siege tanks. Plus it doesn’t stack.

People need to stop looking at spells like fungal and think “this is what SC2 is about”. Because it’s not. SC2 is about well-designed UNITS each with their own strong utility that helps define the race as a whole. I guarantee you if zerg was well-designed, and had any unit that required skill that was jaw dropping, NOBODY here would be trying to justify fungal the way it is today. Nowadays the only zerg that I can think of that uses a specific unit so well is Life and his zerglings, but the thing is using zerglings like Life does is extremely difficult to where it seems only Life is able to use them in that manner. THEN WHY AREN’T WE ENCOURAGING MORE OF THAT? The more difficult something is, the more people will try to emulate it, and the more the GAME ITSELF GROWS AS A WHOLE. Who is really “known” for using fungal? LOL EVERY ZERG IS :D :D :D :D. All kidding aside, I’ve seen that many people said that there should be changes where fungal isn’t as spammable as it is currently. Then why even have damage on fungal in the first place unless you intended for fungal to be spammed for the damage? *HINT HINT HINT COUGH COUGH COUGH* If you think that zerg is too reliant on fungal, then maybe you should have blizzard look at these issues with zerg before buffing fungal (I’ve written them earlier on why changing fungal could be a problem and I still think they apply here):


DEATHBALLS OF DEATH IN A BALL OF DEATH
It really shocks me when I read comments that does only "30 damage" which is nothing. 30 guaranteed damage is a lot, especially considering the bonus damage that fungal does to armor (I could be wrong about this but w/e). If fungal didn't do any damage, zergs could throw waves and waves and deathballs and still couldn't do any damage due to the ridiculous cost efficiency of deathballs. Usually I would agree with this.... until I started to think about the new units and spells that blizzard added to the game in HOTS. For everything blizzard does wrong, the new options they gave zerg does mitigate this somewhat. With swarm hosts and vipers, zerg can be able to defend against deathballs easier (free ranged unit and the ability to *sigh* "abduct" and lower the range of units). With these tools, zerg could methodically "break" the deathball into manageable pieces and hopefully it would solve the problem of the deathball.

Lack of reliable zerg anti-air AND air units
This is what really gets me mad. For a so called expansion to follow the quality of how Brood War "balanced" the game for Starcraft 1, apparently blizzard still can't fix the thing that has been bothering zerg since starcraft 1, mutalisks in zvz. Having mutalisk vs mutalisk battles would probably be an extremely interesting matchup with skill, speed, and a gambler's logic, all stuff that blizzard clearly doesn't want so we have to remove the option of going mutalisk in zvz. Of course, the problem goes beyond just mutalisks though in zvz. Zerg clearly has the weakest anti-air options AND the weakest air of all the races in SC2. Now before you guys whine to me about the OP broodlords, remember this, before the strength of fungal, broodlords were considered worthless. They were immobile worthless supply that just begged to be killed by anything floating that hit air. And good luck with those corruptors, floating around with their inferior mobility and their terrible range. Zerg air is weak, and it clearly needed options to make it stronger (Not buffing the mutas dammit!). This is why I feel zerg needed a new capital "ship" like the tempest, not protoss. The problems with protoss air wasn't that it was weak, but TRANSITIONING to it left you too exposed to different elements of terran and zerg. What protoss need was a way to transition, or even more utility to their air composition, not an even stronger capital ship. Zerg needs a reliable form of anti-air as well as stronger air comps, and having faster hydras isn't really enough. Maybe if they had a suicide unit that did reliable burst damage to air if it hit *cough cough* or a capital air unit that "evolved" from mutas that did a small aoe spore damage that would slow the attack speed of those air units *cough cough Cough COUGH COUGH*.


Whew, that's it from me. Why do I even write these long posts anyway if nobody likes to read them and the people that do always nitpick everything that the post is not about? Whatever, I feel that these things had to be said.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
December 31 2012 15:48 GMT
#1716
On January 01 2013 00:33 KamikazeDurrrp wrote:
Sorry to rehash on an old topic in here, but since I had most of this written up I might as well go ahead and post it.

I can't help but facepalm at the amount of posts defending fungal here. I've tried to explain that fungal is bad design to fill in the holes of the bad design of the zerg race, yet instead of wanting fixes for the zerg RACE people just want "tone down" fungal and make it less "massable". Let me make an analogy. Let's look at abduct. We've spent a lot of post explaining why abduct is not that great of a spell right? That the only way to balance abduct would be to make it so you couldn't abduct. Okay, let's take it a step further. What if in order to "fix" abduct blizzard said "okay, abduct is too weak and we need to have it be able to kill high tech units so we increased the range of abduct and made it so when abduct hits, 100 points of damage is done to the enemy unit that is being abducted. This would be ridiculous, wouldn't it? But why would it be ridiculous? There are two questions in my mind people would have immediately about a change that I just mentioned (remember, these would be hypothetical to the hypothetical change):

1. Why does something with so much utility need to be given even more power?

Everybody knows how strong vipers are. It's obvious how much utility that can be gained by pulling a unit away from position, either denying your opponent positioning, or just saving your own high value targets. So with such a large amount of utility why is it warranted to give abduct even MORE utility? This would change the viper’s abduct from a “game-changing” spell to a “game-breaking” one. There just wouldn’t be any reason not to use it. Plus, with binding cloud, it would be essentially riskless to go in there, abduct some units (and instantly kill them) to immediately make the viper extremely cost efficient.

2. Even with the ability to do something as powerful as pulling something away it STILL isn't enough to eliminate high-threat units?

This should be the thing that should worry players the most. With a skill as powerful as abduct, the fact that it still wouldn't be enough to kill high target units that it WARRANTED a buff to abduct would be ringing alarm bells in people's heads. Just think about it, you have a spell with one of the strongest utilities in the game, one that can be game-changing by itself….and it STILL isn’t enough to be able to do the utility it’s been designed for? Maybe at this point, blizzard should be looking at fixing the overall RACE itself instead of using band-aid solutions that only serve to make the game worse.

Do see the parallels here? I could use these exact same arguments (albeit changed a little due to the different context) for fungal. I mean, why does fungal even do so much in the first place? And stop using the “MOBA” argument to defend fungal. I guarantee you if there was a spell in a MOBA with a 4 second root with some dot damage with partial silence that could be spammed people would be whining left and right how broken that spell would be. There’s a huge difference between a MOBA and an RTS. In a MOBA you have hundreds of heroes each with their own utility that you can pick and choose (albeit with mind games) to get the composition you want. In Starcraft 2 there are just 3 races with GIVEN units and utility. Plus, I don’t even think starcraft 2 has as many “units” as Dota 2 has “heroes”. STOP USING MOBA AS AN EXCUSE FOR BROKEN SPELLS. I mean jeez, people are even using “MOBA” logic to spells, such as making fungal a root to a tapering slow, some dot damage that “doesn’t have to root if you don’t want it too”. Look, IN AN RTS SPELLS SHOULD BE SIMPLE, EASY TO UNDERSTAND, AND JUST PROVIDE A SPECIFIC UTILITY, NOT ALL THE UTILITY YOU NEED. Just the fact that people are going to ridiculous lengths to try and “balance” fungal should speak enough about how broken fungal is.

Finally for all those people still saying that fungal isn’t broken, what would happen if we applied the same argument and logic that is used to defend fungal for other units and spells? You know marine stim? Why does it need to cost health? How about every time you stim not only do you get the increased speed and damage you actually GAIN health. Why even stop there? You know high Templar storm? How about every storm actually FOLLOWS the unit being stormed so that unit can get hit. Oh, and siege mode? Every time you hit an enemy unit with siege mode they get a .5 second “non-stackable” ministun. What’s that? That’s retardedly broken? Hell naw, this would actually ENCOURAGE micro from the opponent because they would have to presplit when facing against siege tanks. Plus it doesn’t stack.

People need to stop looking at spells like fungal and think “this is what SC2 is about”. Because it’s not. SC2 is about well-designed UNITS each with their own strong utility that helps define the race as a whole. I guarantee you if zerg was well-designed, and had any unit that required skill that was jaw dropping, NOBODY here would be trying to justify fungal the way it is today. Nowadays the only zerg that I can think of that uses a specific unit so well is Life and his zerglings, but the thing is using zerglings like Life does is extremely difficult to where it seems only Life is able to use them in that manner. THEN WHY AREN’T WE ENCOURAGING MORE OF THAT? The more difficult something is, the more people will try to emulate it, and the more the GAME ITSELF GROWS AS A WHOLE. Who is really “known” for using fungal? LOL EVERY ZERG IS :D :D :D :D. All kidding aside, I’ve seen that many people said that there should be changes where fungal isn’t as spammable as it is currently. Then why even have damage on fungal in the first place unless you intended for fungal to be spammed for the damage? *HINT HINT HINT COUGH COUGH COUGH* If you think that zerg is too reliant on fungal, then maybe you should have blizzard look at these issues with zerg before buffing fungal (I’ve written them earlier on why changing fungal could be a problem and I still think they apply here):

Show nested quote +

DEATHBALLS OF DEATH IN A BALL OF DEATH
It really shocks me when I read comments that does only "30 damage" which is nothing. 30 guaranteed damage is a lot, especially considering the bonus damage that fungal does to armor (I could be wrong about this but w/e). If fungal didn't do any damage, zergs could throw waves and waves and deathballs and still couldn't do any damage due to the ridiculous cost efficiency of deathballs. Usually I would agree with this.... until I started to think about the new units and spells that blizzard added to the game in HOTS. For everything blizzard does wrong, the new options they gave zerg does mitigate this somewhat. With swarm hosts and vipers, zerg can be able to defend against deathballs easier (free ranged unit and the ability to *sigh* "abduct" and lower the range of units). With these tools, zerg could methodically "break" the deathball into manageable pieces and hopefully it would solve the problem of the deathball.

Lack of reliable zerg anti-air AND air units
This is what really gets me mad. For a so called expansion to follow the quality of how Brood War "balanced" the game for Starcraft 1, apparently blizzard still can't fix the thing that has been bothering zerg since starcraft 1, mutalisks in zvz. Having mutalisk vs mutalisk battles would probably be an extremely interesting matchup with skill, speed, and a gambler's logic, all stuff that blizzard clearly doesn't want so we have to remove the option of going mutalisk in zvz. Of course, the problem goes beyond just mutalisks though in zvz. Zerg clearly has the weakest anti-air options AND the weakest air of all the races in SC2. Now before you guys whine to me about the OP broodlords, remember this, before the strength of fungal, broodlords were considered worthless. They were immobile worthless supply that just begged to be killed by anything floating that hit air. And good luck with those corruptors, floating around with their inferior mobility and their terrible range. Zerg air is weak, and it clearly needed options to make it stronger (Not buffing the mutas dammit!). This is why I feel zerg needed a new capital "ship" like the tempest, not protoss. The problems with protoss air wasn't that it was weak, but TRANSITIONING to it left you too exposed to different elements of terran and zerg. What protoss need was a way to transition, or even more utility to their air composition, not an even stronger capital ship. Zerg needs a reliable form of anti-air as well as stronger air comps, and having faster hydras isn't really enough. Maybe if they had a suicide unit that did reliable burst damage to air if it hit *cough cough* or a capital air unit that "evolved" from mutas that did a small aoe spore damage that would slow the attack speed of those air units *cough cough Cough COUGH COUGH*.


Whew, that's it from me. Why do I even write these long posts anyway if nobody likes to read them and the people that do always nitpick everything that the post is not about? Whatever, I feel that these things had to be said.


Yeh, don't use that much time on people who don't get proper game design. RIght now the people who defend fungal growth is just a minority, and there will always be some of them.
KamikazeDurrrp
Profile Joined January 2012
United States95 Posts
December 31 2012 16:05 GMT
#1717
On January 01 2013 00:48 Hider wrote:
Yeh, don't use that much time on people who don't get proper game design. RIght now the people who defend fungal growth is just a minority, and there will always be some of them.

Yeah, I know but the reason I wrote that post was that fungal's problem goes beyond fungal, and I feel that people really need to understand the difference between "good" design and "bad" design, which applies a lot to how blizzard is currently balancing HOTS right now. I mean everything blizzard has done has hurt my head in terms of "bad design" and yet people want MORE of it.

Also I wanted to put to death the "it's used in a moba so it should be used in SC2" argument. I mean, the silliness of that argument is just staggering. It's even worse than "apples and oranges".
Rabiator
Profile Joined March 2010
Germany3948 Posts
December 31 2012 16:07 GMT
#1718
On January 01 2013 00:03 Whitewing wrote:
Show nested quote +
On December 31 2012 16:49 Rabiator wrote:
On December 31 2012 15:03 Whitewing wrote:
On December 29 2012 00:11 Rabiator wrote:
On December 28 2012 23:20 Big J wrote:
On December 28 2012 23:05 Rabiator wrote:
On December 28 2012 18:31 Serenity12 wrote:
Infestor play is simply making games where Zerg are involved less fun to watch. It is a unit for Zerg players that has too much versatility, so no wonder they build mass amounts of them. The best thing would be to nerf Infestors effectiveness while at the same time buffing other zerg units like hydras.

Since that kind of "restructuring" would involve some pretty big changes to the stats I would think that adding some "bonus damage" to certain core Zerg units would be a good incentive to push players into building stuff like Hydralisks. In BW Hydralisks had "explosive" damage and were more effective against larger targets, but in SC2 neither the Roach nor the Hydralisk have any unit type they are weak against. Thus adding something like this would give an incentive to build Hydralisks more and thus build a possibly "less optimal" unit. Right now Zerg only build Roaches (unless they already have a crapton of them and can fill the second row with Hydralisks) when they want to build ranged units and that is an advantage over Terrans for example, who will probably have a mix of Marines and Marauders.

Obviously such "bonus" damage should not be implemented as it is for the Hellion for example, where the bonus damage is so big that the base damage is insignificant ... which makes the unit pretty much useless against non-bonus-type-units. That is the perfect example of rock-paper-scissors gone wrong. The BW ratios of 100%/75%/50% are much better.


SC2:
Hellion: 100% vs light/ 57% else
Hellion with BF: 100%vs light/ 42% else
Marauder: 100% vs armored/50% else

BW:
Firebat: 100%/50%/25%
Ghost: 100%/50%/25%
Vulture: 100%/50%/25%

Care to elaborate why the 57% or 42% are so much worse than the BW ratios of Firebat, Ghost or Vulture?

Firebat, Ghost, Vulture - Who built that unit for its combat abilities?

Of those three only the Vulture was built as a standard unit, but not primarily for its own combat abilities but rather for the Spider Mines. They are good against SMALL units ... and thus against MOST infantry (all except the Dragoon which is large and the Hydralisk which is medium), which makes up the majority of the units. Their primary role is worker harrass and scouting.

Now look at the SC2 units: Hellions are pretty bad against everything that isnt Zerglings or Workers ... without the Spider Mines; Marauders are bad against light junk and only work due to their armor, Stimpack and being healed through Medivacs, but without the Medivac or Stimpack they dont really work against Zerglings ... just as Stalkers are going to die against them without either Blink or Forcefields.

With the excessive number of units built in SC2 any form of scouting with units is going to be sacrificial and you dont want to use expensive bikes for that, but in BW that worked well enough.

Its not only the percentages but also the meaning of them AND the lack of "bonus damage" on the Zerg side of the fence which makes the game badly balanced atm.


Hellions aren't nearly as bad as you seem to think they are, in large numbers they actually trade cost efficiently vs. a lot of their supposed 'counters' since they all deal splash damage. Once you get to the point where a group of hellions can one shot, say, a stalker, you'll actually see them annihilate groups of stalkers that are way more expensive. It's not all that uncommon to see a bunch of hellions roasting roaches alive when the roaches don't heavily outnumber them once you get to your critical mass of hellions.

With regards to your comments on the marauder, I can say only this: Will people PLEASE stop thinking about units in a vacuum? We're not playing under arbitrary mono-battle rules in the game unless we want to, nobody is forcing you to not make medivacs. Therefore, it is completely reasonable to assume medivacs. Marauders with medivacs are awesome. I don't really know what else to say. Maruaders are ridiculously good.

You quite lost me at that point. You do realize that you need TWENTY Hellions to one-shot a Stalker? I dont think that you can even arrange them in such a way to make this happen and in any case both Protoss and Zerg have easy countermeasures of Forcefield and Banelings.

Marauders are terribly boring and bad against light units. You might realize that if you would stop thinking in "dream compositions".

On December 31 2012 12:02 Filter wrote:
On December 31 2012 10:32 zJayy962 wrote:
On December 31 2012 10:16 Serpico wrote:
On December 31 2012 09:59 Zahir wrote:
On December 31 2012 08:53 Xequecal wrote:
On December 28 2012 23:20 Big J wrote:
SC2:
Hellion: 100% vs light/ 57% else
Hellion with BF: 100%vs light/ 42% else
Marauder: 100% vs armored/50% else

BW:
Firebat: 100%/50%/25%
Ghost: 100%/50%/25%
Vulture: 100%/50%/25%

Care to elaborate why the 57% or 42% are so much worse than the BW ratios of Firebat, Ghost or Vulture?


In BW everything did full damage to shields. This is why mech was effective against P in BW but isn't in SC2. In BW, Archons were completely useless against Terran mech. In SC2, they annihilate Terran mech. Also because of the shield mechanics, in BW Dragoons were a very soft counter to Vultures, as opposed to Stalkers being a hilarious hard counter to Hellions in SC2. In fact I suspect that if it wasn't for the 12-unit selection limit, Vultures would have beaten Dragoons cost-for-cost in BW as you would have been able to surround with like 40 of them and drop 40 spidermines at once.


Excellent point. If only blizzard had incorporated this mechanic into Sc2 there would have been no need to dick around with 1a units like warhounds or battle hellions. As things are, there is probably going to end up being some really wonky mechanic to make tank mech viable vs toss, something like buffed massable widow mines. Actually, I'm increasingly convinced that tank heavy play is just never going to be viable in this matchup. Congrats to whatever wiz on the devteam dreamed up immortals.

Probably browder, because almost every unit needs a useless gimmick (well hardened shields are pretty useful at destroying any chance of mech play I guess) in order to make them SUPER COOL WITH TERRIBLE DAMAGE.


This is a great point. SCBW units like marine, goliath, dragoon, etc were all fine even though they were all 1A units, they had their own unique pathing, range, attack animation, and micro capabilities they were still interesting to watch and play. Now every unit must have some sort of gimmick to be added into the game.


The loss of the Goliath is what really kills mech in most mu's (Immortal aside). Thors are super expensive, super slow and take forever to build. There's also no real way to have a good mix of them, if Thors were smaller and 2 supply you could easily mix the right number for your opponents comp, with the current Thor you can't do that really. Supply heavy units/Power units really hurt strategic decisions.

Since Blizzard reduced the size of the Thor and gave it a single target attack, maybe they are starting to realize this problem of the missing Goliath and the Thor being terrible at what it was designed to do.


I'm sorry, I didn't realize it was all that unusual in a purely mech composition to have a lot of hellions. The point was that they have a critical mass because they deal splash damage where they actually just trade well with almost anything on the ground that doesn't also deal splash, it doesn't have to be light. Splash damage is pretty good. Banelings are easy to micro against with hellions until fungal is out (at which point zergs usually stop making banelings), and yeah, forcefield can help prevent hellion micro, but hellions actually just dominate protoss in the early game until splash damage is out due to how expensive everything toss has is and how lousy they are at actually killing hellions. Stalkers kinda do shit for damage.

Your comment on dream compositions is laughable. People make compositions, period. What the composition is depends on the matchup and how it develops, but they are never pure marauder once you get out of silver league.

I really wish people would stop with the negative hyperbole 'My opponent can just forcefield me, hellions are useless always!'

The thing isnt that you could have 20 Hellions, but these have to be clumped up to hit that one Stalker and thats what is so ridiculous about it. Half of that number might work, but as I said no smart player should miss the obvious weak point of massive numbers of Hellions. Forcefield does ruin the day of Hellions and if they cant kill their opponents due to being "limited in numbers" then the whole idea of "Hellions could be used to kill Stalkers" is revealed as the pipe dream it is. The whole maneuverability and space required for those Hellions is a big problem you neglect to consider; it might work on an open space, but most maps arent that open ...
If you cant say what you're meaning, you can never mean what you're saying.
SpecKROELLchen
Profile Joined August 2011
Germany151 Posts
December 31 2012 16:17 GMT
#1719
it would be fair if you could upgrade the medivac in the fusion core if u need this building. To need a fusion core and switch ot techlab sucks imo. What do you guys think?
KamikazeDurrrp
Profile Joined January 2012
United States95 Posts
December 31 2012 16:19 GMT
#1720
On January 01 2013 01:07 Rabiator wrote:
The thing isnt that you could have 20 Hellions, but these have to be clumped up to hit that one Stalker and thats what is so ridiculous about it. Half of that number might work, but as I said no smart player should miss the obvious weak point of massive numbers of Hellions. Forcefield does ruin the day of Hellions and if they cant kill their opponents due to being "limited in numbers" then the whole idea of "Hellions could be used to kill Stalkers" is revealed as the pipe dream it is. The whole maneuverability and space required for those Hellions is a big problem you neglect to consider; it might work on an open space, but most maps arent that open ...


I'd just like to point out that are some builds vs protoss that opens with small groups of hellions and they do just fine vs stalkers due to being relatively tanky and can do a good amount of damage if microed properly with medivac support, and the hellions are being used in the protoss base, which is less space and maneuverability then what you're talking about. I would argue that open spaces and more maneuverability actually hurt hellions because the units wouldn't bunch up into ways that the hellions would hit all of them. Just saying.
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