• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:51
CEST 12:51
KST 19:51
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?76Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
ASL22 General Discussion Gypsy to Korea Official StarCraft website teases new content ahead of BlizzCon? [Personal Project Share] Terran Defense v0.60 BW General Discussion
Tourneys
KCM Race Survival 2026 Season 3 Brood War in Budapest ! WORTEX 2026 BW Finals [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Artificial Intelligence Thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6478 users

The Warhound: Did We Make a Mistake? - Page 2

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 17 18 19 Next All
Startyr
Profile Joined November 2011
Scotland188 Posts
January 05 2013 01:50 GMT
#21
I like your arguing for and against the war hound. Although the numbers probably could be adjusted to make it fit it would still seem like it overlaps too much with bio and provides even more reasons to not build tanks. It would be either to similar to the thor or the marauder and instead of them all being different options, whichever turns out to be the best would be used far more than the others.

Really just opinion here, though if bio offers high mobility, mech can be the more powerful force when in position. The war hound would seem the equivalent of creating a bio 'siege mode' unit.

Getting a good force of tanks and mines set up should be near suicide to push into without a specific plan to deal with it, while something like hellions/banshees can still provide mech with mobile units. With thors getting different AA allowing them to deal with every type of air unit, mech has some good potential.

I am not sure where the mine is just now, does it ignore immortal shields? the raven seeker missile did, i am guessing it still does and immortals are too slow to get away.
SolidMoose
Profile Joined June 2011
United States1240 Posts
January 05 2013 01:55 GMT
#22
Realistically, the only ability that would work for the warhound to help counter immortals would be to give it something that has an effect like EMP in getting rid of shields. Making it exactly like ghost EMP would be stupid though. Maybe single target on a cooldown.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
January 05 2013 01:56 GMT
#23
On January 05 2013 10:47 MasterCynical wrote:
No. Not only did it overlap with the marauder and marine, it was also making the thor partially redundant. The playstyle it encouraged was turning mech into a more deathbally version of bio. The whole design of the Warhound was not mech like, it was bio like. It didn't add to positional play at all.

Part of their original design was to completely counter siege tanks, just as the same with the immortal. This would ruin TvT pretty much.

You could call for a complete redesign in role, but what role can it possibly fill in mech? Putting number tweaking and balance aside, we now have the meatshield/fodder unit (hellbat), the seige unit, the anti air (new thor), harassment and quick burst damage(hellion and widow mine). What else is there?





I was discussing this is my other thread, "Tanks, Widow Mines, And Space Control":

Quite honestly, the most difficult things for the mech army in TvP are immortals and archons. Many argue that getting ghosts deals with this, and it does. HOWEVER, ghost tech is an extraordinarily gas-expensive and time-expensive investment; in most cases, you can't have ghosts until safely on 3 bases with a good tank count. Providing a tier 2 soft counter such as a softened warhound could provide mech with the ability to safely move around the map without fear of instantly losing the game to some kind of immortal/archon/chargelot army, allowing for a safer transition into the later stages of the game.
StrategyAllyssa Grey <3<3
birchman
Profile Blog Joined February 2011
Sweden393 Posts
January 05 2013 02:02 GMT
#24
I'd like the return of the Warhound-- or even better, bring back the Goliath, or make the Warhound more like the Goliath.
Oh, the usual. I bowl. Drive around. The occasional acid flashback.
D4V3Z02
Profile Joined April 2011
Germany693 Posts
January 05 2013 02:06 GMT
#25
A changed Warhound would be perfect!
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
baba1
Profile Joined April 2005
Canada355 Posts
January 05 2013 02:07 GMT
#26
Warhound has no place in SC2.
noq uote
Loccstana
Profile Blog Joined November 2012
United States833 Posts
January 05 2013 02:13 GMT
#27
I would like to see the warhound reintroduced as its original role, a mech goliath-like unit that counters armored air units like carriers, voidrays, and broodlords.
[url]http://i.imgur.com/lw2yN.jpg[/url]
Taefox
Profile Joined March 2010
1533 Posts
January 05 2013 02:19 GMT
#28
Agree with OP, Warhound wasn't balanced and it should be nerfed or buff the others against it instead of removing it


No. Not only did it overlap with the marauder and marine, it was also making the thor partially redundant. The playstyle it encouraged was turning mech into a more deathbally version of bio. The whole design of the Warhound was not mech like, it was bio like. It didn't add to positional play at all.

Part of their original design was to completely counter siege tanks, just as the same with the immortal. This would ruin TvT pretty much.

You could call for a complete redesign in role, but what role can it possibly fill in mech? Putting number tweaking and balance aside, we now have the meatshield/fodder unit (hellbat), the seige and dps unit(tank), the anti air (new thor), harassment and quick burst damage(hellion and widow mine). What else is there


Maybe it could fill anti-air, thors are not really Anti-Air because of its large size and supply. The main AA in mech army TvP still Vikings with thors support. Make Warhound like Goliath's role in BW Mech play and everything will be fine
@taefoxy
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2013-01-05 02:25:30
January 05 2013 02:24 GMT
#29
Possible Stats for New Warhound:

I am thinking of a goliath type units with a slight increase in stats to account for its increased cost.

Price: 150/75
Supply: 2
Buildtime: 40 seconds
Life: 220 hp / 1 armor
Ground Attack: 16(+2) with cooldown of 1 sec
Air Attack: 16(+2) x 2 with cooldown of 1.5 sec
Ground Attack Range: 6
Air Attack Range: 9.5
Movespeed: 2.81

Lategame Upgrade: Ability to target ground and air simutaneously?
[url]http://i.imgur.com/lw2yN.jpg[/url]
TheSwagger
Profile Joined June 2012
United States92 Posts
January 05 2013 02:24 GMT
#30
Just bring back the damn goliath. That's what the warhound REALLY was before the haywire missile change anyways. I agree that we didnt really need another armored killer or anti-mech.. However, it did have specific intentions on its implementation.. First, it was supposed to be a mobile AA unit.. That was scrapped completely. Then, they said well lets make an anti-mech unit.. Something that can lighten up the TvT tank stalemate/shithole, etc. Then they remove the unit from the game and completely scrap that idea. It's ridiculous. Just give us the goliath (or make a new unit with a different name...Whatever floats your boat), it will satisfy the needs of the metagame. I cant be the only one here that has seen Blizzard introducing "new units" which were basically components BW units with new names and fancy 3D designs. hellbat= firebat, swarm host = flying defiler. We're hitting that "grey area" where people will hate Blizzard and say, SC2 is supposed to be a new game with new units and new strategies and the other half screaming that BW was the shit and it should be a continuation of its greatness. No matter what people will be left disappointed you can't please everyone.
The pessimist complains about the wind; the optimist expects it to change; the realist adjusts the sails.
MasterCynical
Profile Joined September 2012
505 Posts
Last Edited: 2013-01-05 02:32:57
January 05 2013 02:29 GMT
#31
On January 05 2013 10:56 SC2John wrote:
Show nested quote +
On January 05 2013 10:47 MasterCynical wrote:
No. Not only did it overlap with the marauder and marine, it was also making the thor partially redundant. The playstyle it encouraged was turning mech into a more deathbally version of bio. The whole design of the Warhound was not mech like, it was bio like. It didn't add to positional play at all.

Part of their original design was to completely counter siege tanks, just as the same with the immortal. This would ruin TvT pretty much.

You could call for a complete redesign in role, but what role can it possibly fill in mech? Putting number tweaking and balance aside, we now have the meatshield/fodder unit (hellbat), the seige unit, the anti air (new thor), harassment and quick burst damage(hellion and widow mine). What else is there?





I was discussing this is my other thread, "Tanks, Widow Mines, And Space Control":

Quite honestly, the most difficult things for the mech army in TvP are immortals and archons. Many argue that getting ghosts deals with this, and it does. HOWEVER, ghost tech is an extraordinarily gas-expensive and time-expensive investment; in most cases, you can't have ghosts until safely on 3 bases with a good tank count. Providing a tier 2 soft counter such as a softened warhound could provide mech with the ability to safely move around the map without fear of instantly losing the game to some kind of immortal/archon/chargelot army, allowing for a safer transition into the later stages of the game.


You are too fixated on TvP pure mech. There are many better options to make pure mech TvP more viable than to add a better marauder into mech, that would be the lazy option. Options such as buffs to the tank, allowing the hellbat to absorb more damage or even give the thor an ability thats good at taking down shields. Stuff like that. We dont need an entire new unit just to make one playstyle work in one matchup, especially one that makes mech too similar to bio. The team at Blizzard have stated that this is one of their goals.

Taefox
Profile Joined March 2010
1533 Posts
January 05 2013 02:33 GMT
#32
@loccstana: Or better give vikings anti-air even in ground mode with those stats with two big riffles guns as Goliath
@taefoxy
ledarsi
Profile Joined September 2010
United States475 Posts
Last Edited: 2013-01-05 02:35:03
January 05 2013 02:34 GMT
#33
foxj- this was actually how they were originally designed. Goliaths able to lift off, rather than shitty Valkyries without splash that can land and be useless. Don't need a new unit if you just make Vikings able to use their AA attack from the ground.
"First decide who you would be, then do what you must do."
Falling
Profile Blog Joined June 2009
Canada11603 Posts
January 05 2013 02:39 GMT
#34
No mistake at all. I made that big ol' In Defence of Mech blog that was a sideways critique of the Warhound and I still stand by it. I'm not exactly sure how being on separate tech trees get's rid of the unit design overlap. It's just different ways of getting more or less the same infantry unit. It actually overlaps with the marine, marauder, hellbat, Warhound, and Thor. Walking infantry units.

It wasn't mech except that it happened to come from a factory and we are better of without it. Far better to play around with the Mine and better moving micro for every unit rather than bringing that back. Comparing it to the roach for why it should be back is not a good thing in my opinion. And comparing it to the marine just demonstrates how awesome marines are and what exactly is the warhound bringing to the table that is different then slightly different stats.

Furthermore, Warhounds were designed to be anti-tank. I'm still not convinced we've got the positional game going on yet, but Warhounds with their mech-bonus damage is the anti-thesis to positional play.

Good riddance says I and well done by Blizzard.
Moderator5000 of our finest Taliban warriors have been released! Rise up my brothers. Mashalla! al-Donald ibn-Frederick al-Masih allows it.
MasterCynical
Profile Joined September 2012
505 Posts
January 05 2013 02:42 GMT
#35
On January 05 2013 11:19 foxj wrote:
Agree with OP, Warhound wasn't balanced and it should be nerfed or buff the others against it instead of removing it

Show nested quote +

No. Not only did it overlap with the marauder and marine, it was also making the thor partially redundant. The playstyle it encouraged was turning mech into a more deathbally version of bio. The whole design of the Warhound was not mech like, it was bio like. It didn't add to positional play at all.

Part of their original design was to completely counter siege tanks, just as the same with the immortal. This would ruin TvT pretty much.

You could call for a complete redesign in role, but what role can it possibly fill in mech? Putting number tweaking and balance aside, we now have the meatshield/fodder unit (hellbat), the seige and dps unit(tank), the anti air (new thor), harassment and quick burst damage(hellion and widow mine). What else is there


Maybe it could fill anti-air, thors are not really Anti-Air because of its large size and supply. The main AA in mech army TvP still Vikings with thors support. Make Warhound like Goliath's role in BW Mech play and everything will be fine


With the new thors high impact payload, The thor is like a couple of goliaths glued together now. Would the addition of a goliath like warhound overlap too much with this?


T.O.P
Profile Joined December 2012
469 Posts
January 05 2013 02:44 GMT
#36
i think terrans need warhound or a new unit to support the tanks
I'm not the real T.O.P just a fan!
bhfberserk
Profile Joined August 2011
Canada390 Posts
January 05 2013 02:55 GMT
#37
On January 05 2013 11:34 ledarsi wrote:
foxj- this was actually how they were originally designed. Goliaths able to lift off, rather than shitty Valkyries without splash that can land and be useless. Don't need a new unit if you just make Vikings able to use their AA attack from the ground.


Yea, I read about that too from Blizzard development note. I also think that the solution to mech in TvP would be Vikings sharing vehicle upgrades and also a slight unit size buff. With 2 attacks, it should shoots down immortal shields quite fast.
And vikings being able to produced 2 at a time. It really should become the new buffer for mech play.
Belha
Profile Joined December 2010
Italy2850 Posts
Last Edited: 2013-01-05 03:07:38
January 05 2013 03:03 GMT
#38
Edit: Double post.
Chicken gank op
Belha
Profile Joined December 2010
Italy2850 Posts
Last Edited: 2013-01-05 03:14:46
January 05 2013 03:07 GMT
#39
On January 05 2013 09:50 Hider wrote:
no we didn't make a mistake - move on.

Second this.
On January 05 2013 11:24 Loccstana wrote:
Possible Stats for New Warhound:

I am thinking of a goliath type units with a slight increase in stats to account for its increased cost.

Price: 150/75
Supply: 2
Buildtime: 40 seconds
Life: 220 hp / 1 armor
Ground Attack: 16(+2) with cooldown of 1 sec
Air Attack: 16(+2) x 2 with cooldown of 1.5 sec
Ground Attack Range: 6
Air Attack Range: 9.5
Movespeed: 2.81

Lategame Upgrade: Ability to target ground and air simutaneously?


Hilarious, rolf.

Do you realize that your """"New Warhound"""" is like a roach that move faster, have more hp, twice dps, hit air with huge radius and even more dps, at same suply cost, but only with twice cost? And the Upgrade is (hard to believe) at the same "level".
A ball of these would be the ultimate deathball, even worse than the old warhound

Edit: I think i've been trolled u.u
Chicken gank op
Dirkinity
Profile Joined November 2012
Germany409 Posts
January 05 2013 03:09 GMT
#40
The Warhound was better than the Marauder in every way, expept he couldn't stim. I was really upset when the removed them, but I think its fine now. But I really don't like the widow mine at all right now.
Prev 1 2 3 4 5 17 18 19 Next All
Please log in or register to reply.
Live Events Refresh
Big Brain Bouts
10:00
#128
Lambo vs Percival
TriGGeR vs ByuN
RotterdaM517
IndyStarCraft 162
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 517
IndyStarCraft 162
SHIN 53
StarCraft: Brood War
Calm 9879
Hyuk 1571
Pusan 628
Horang2 503
Larva 297
Hyun 257
Last 86
Barracks 78
hero 68
Mong 65
[ Show more ]
Free 50
Sharp 46
HiyA 44
Shinee 39
Yoon 39
Aegong 24
sSak 23
Terrorterran 20
910 16
NaDa 13
SilentControl 12
ajuk12(nOOB) 11
Noble 7
Dota 2
resolut1ontv 140
League of Legends
JimRising 396
Counter-Strike
byalli877
edward74
Super Smash Bros
Mew2King162
Heroes of the Storm
Khaldor213
Other Games
Fuzer 121
DeMusliM21
Organizations
Other Games
gamesdonequick825
BasetradeTV36
StarCraft 2
WardiTV29
StarCraft: Brood War
UltimateBattle 20
lovetv 8
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2697
Other Games
• WagamamaTV428
Upcoming Events
Sparkling Tuna Cup
23h 9m
OSC
1d 1h
Shopify Rebellion Sundays
1d 4h
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
1d 5h
OSC
1d 13h
Afreeca Starleague
1d 23h
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
Afreeca Starleague
2 days
Leta vs ggaemo
Jaedong vs Queen
GSL
3 days
[ Show More ]
PiGosaur Cup
3 days
Kung Fu Cup
4 days
Replay Cast
4 days
The PondCast
4 days
KCM Race Survival
4 days
Escore
5 days
IntoTheTV X SOOP
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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.