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The Warhound: Did We Make a Mistake? - Page 4

Forum Index > StarCraft 2 HotS
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Gyro_SC2
Profile Joined November 2010
Canada540 Posts
January 05 2013 05:45 GMT
#61
The problem with mech is the tank. The tank is too bad.

If you bring back warhound, terran players will do mechballs of warhound-thors-hellbat.

We need better tank
naastyOne
Profile Joined April 2012
491 Posts
Last Edited: 2013-01-05 05:53:26
January 05 2013 05:48 GMT
#62
On January 05 2013 13:23 IndyO wrote:
Show nested quote +
On January 05 2013 12:34 iKill wrote:
On January 05 2013 10:39 rysecake wrote:
no it wasn't a mistake.

the core of terran mech must be centered around the siege tank. not a marauder in a gundam suit.


And here's the fucking problem.

Whenever Blizzard tries to introduce a terran unit, there is a united cry of despair from the BW community: "BUT HOW DOES IT SUPPORT MY TANKS?"

The tanks are not the fucking core unit of terran. You don't NEED to have it in your army. So tank mech doesn't work, so fucking what? There are other styles of mech that are just as positional thanks to the general slow speed of mechanical / air units. If the tank isn't the best unit on the board, let it stay that way and play without it.

This serious fucking tank boner we've got as a community needs to stop, and it needs to stop NOW.


Not apart of the BW community but even I can see the value in tanks. Other units are so easily turned into a death ball style play that we already see. Looks at how match ups play where the tank doesn't exist and compare it to TvT, which is incredibly positional. What other styles are just as positional as tanks that offer as much? Tanks can not only be caught out of position. If Tanks are caugh unsieged it's bad, but even then you have to siege them up in a good position and spread, you cant clump them all up to much, but you cant leave a single siege tank all out on its own. No other unit offers positional play in such or as many ways, that a single unit is strong but only when its in such an area. Yes positional play can exist without it, but not on the same level. It's not just mech players are after, its how it plays.

And even if you get positional play, another part of what has made Mech dynamics is the idea of an army that can't be beat head to head. You have to engage around it or fight a timer for a higher tech to beat it (using your own skills to buy time). Tanks also encourage this as you can force sieges and slow there push dramatically. Without siege tanks there is less options you have to slow them down, or they are weaker. Mech is fun as it is getting an unbeatable army and crushing your opponent with it. It's that kind of feeling that mech players want as well, and even past SC2 games have shown that it can be fun to watch when executed properly

Oh, so you say that deathball is bad, but a slow, unbeatable deathball is actually good, right?

You know what make SC2 TvT very dynamic and SC:BW a boring siege-line on siege line? The relativly weaker tanks.

Now, curiously, the SC tank and marine are pretty similar to SC2 tank and marine, the reactors, UI and pathing making all the difference.

In SC:BW you only needed a few scouts for warning, and you could move your siege tank deathball pretty much without problem.

In SC2, doe to pathing, and tightly package marines can actually move in and rape siege tanks before they do a lot of damage.
BlueKatz
Profile Joined March 2012
68 Posts
January 05 2013 05:50 GMT
#63
I agree with OP. As a Zerg player I find Roach is a boring unit, but really, it does have a place

I think most people were too harsh on Warhound. Let's look at some "new" units, The Widow Mine, they changed it a lot. Remember the Oracle and it's 'harassing' ability? Wow thing does change.

The problem with Mech in HotS imo that they are as thin as paper. I mean Tank has Stalker HP and got 3 shot by Immortal. In BW not only Tank deal more damage, but because they are 2 supplies you can have more Tank = more durable army. Plus there are no hard counter to Mech in BW. Oh and the high ground give you 33% miss. We even have Defense Matrix and it's used surprisingly often.

The Hellbat is a stupid idea imo.

If they buff Tank directly, good, Mech will be fine. But Rock said they aren't interested in buffing Tank on Twitter recently...

If not, the better option would be bringing back Warhound and make it a paper weight. More HP/cost less damage maybe remove Armored tag as well. I don't think Mech is viable in HotS without something to soak up the damage
Quotes are useless
Yownine
Profile Joined February 2012
United States16 Posts
January 05 2013 06:06 GMT
#64
I agree with a lot of people here saying that the tank is the biggest problem with mech, but I think that it would be interesting to try and buff ground vikings to see if they can fill that hole. Viking do the job better because Viking give the player choice (ground or air)
That's what makes the game fun, is giving players choices to express their style.
The grave leaves much time for silence.
naastyOne
Profile Joined April 2012
491 Posts
January 05 2013 06:08 GMT
#65
Oh and by the way, fresh from the Rock.

http://us.battle.net/sc2/en/forum/topic/6572359151#7

"I should also say that an improved mech in TvP was a goal many months ago. This may not be the goal in the future if we find that improved mech in TvP makes the game less diverse or is not fun for some other reason. We reserve the right to abandon this goal at any time if it proves to be destructive to the game."

//I guess the translation is, tank lines are boring.
pmp10
Profile Joined April 2012
3315 Posts
January 05 2013 06:10 GMT
#66
On January 05 2013 15:08 naastyOne wrote:
Oh and by the way, fresh from the Rock.

http://us.battle.net/sc2/en/forum/topic/6572359151#7

"I should also say that an improved mech in TvP was a goal many months ago. This may not be the goal in the future if we find that improved mech in TvP makes the game less diverse or is not fun for some other reason. We reserve the right to abandon this goal at any time if it proves to be destructive to the game."

//I guess the translation is, tank lines are boring.

This is months old.
But I'll agree that mech in TvP seems to have been dropped after removal of warhound.
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
January 05 2013 06:16 GMT
#67
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?

Obscene. Do you work for Blizzard? 220 hp still for 2 supply and a build time of only 40 for such a monster? Greater Ground DPS than a hydralisk? The air damage is huge and you're suggesting all this, possibly the ability to shoot air and ground simultaneously and think it should only be TWO supply?
That's 4 material. This isn't so different from the joke that it was when it existed. 2 supply and destroying 4 supply immortals.

On January 05 2013 10:39 rysecake wrote:
no it wasn't a mistake.

the core of terran mech must be centered around the siege tank. not a marauder in a gundam suit.

Exactly the point. Mines of some sort can help positional play, so the idea of the widow mine isn't as messed up for mech play as an A-moving machine that can kite to all buggery with 7 range and yet also has super high HP (and other stat faults like supply).
Not interesting
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2013-01-05 06:27:54
January 05 2013 06:24 GMT
#68
Mech just needs a buff to siege tanks, that's all it really could use. Seriously. Preferably a late game buff, put an upgrade on the factory tech lab that requires fusion core like they did with caduceus reactor that increases siege tank damage or something. The new thor cannons I think are being underrated pretty good, the range on them is powerful and with decent upgrades they can really do some nice damage. You can upgrade air with your mech more easily now since the shared armor change, so getting vikings is a little more reasonable. You just need to be able to get some more punch to your mech army, and buffing the tank through a late game upgrade will allow you to put more supply into anti-air units and still have a strong siege tank line, or to really power through the ground army if air isn't a concern.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
IndyO
Profile Joined June 2012
390 Posts
Last Edited: 2013-01-05 06:57:55
January 05 2013 06:39 GMT
#69
Maybe after a tank buff I would see if the problem still exists as much. A mobile unit to support tanks could definitely exist, but all iterations of the Warhound seems to go against it. And at what point does it no longer become tweaking and a completely redesigned unit? If Blizzard did bring one in, using the Warhound model even holds issues due to the stigma it has. Companies will relaunch products under a different name or campaign if there is stigma on there old one, and I think Blizzard would have to do the same.

@Indyo
Because your post is too long to really cite specifically, I'll just address it in a general manner: Quite honestly, if they were to be made somewhat like goliaths...well, if they were to BE goliaths with some kind of additional anti-mech ability, they would work well without becoming too versatile or overpowered. Essentially, I think that some kind of tweak with the warhound could have gone well rather than simply removing it from the game. As for the role overlap with the marauder and how it plays, it may be that they play fairly similarly. However, in conjunction with completely different units, I would argue that they feel rather differently. Honestly, the richness of strategy in SC2 has come to resemble how you build your composition and skew your opponent's (i.e. the colossus->viking->HT->ghost circle), and some form of the warhound would add a certain richness to terran armies.


The biggest issue is that for the Warhound to be good against what it needs to be, it would easily overshadow the tank as it becomes a very general unit, compared to the tank which is already not that great. You could of course buff the tank, but then we wouldn't be needing the Warhound to move out onto the map in the first place. And what about the Thor? We also still have the original Helion, Hellbat and Widow mine around. Not to mention Terran air units still exist, things like landed vikings could easily fill this role.

I would have said that the Colossi > Viking > HT > Ghost circle is one of the least interesting examples of strategy, simply because it's so predictable. He builds colossi, I build vikings. He has HT, I make ghost. It's very straightforward mostly as you don't feel like your adding to your composition your just responding to what they have. I'd say that things like using Ultralisk to soak up damage while your hydralisk are left alive at the back is a much more interesting example of strategy. Your thinking strategically with how to use your units, you'renot just using a pre-recorded response to pump out a counter.

Still, in the sense that you have to dance around the numbers and force switches etc it can be interesting. But with such a generally good unit, that also can be ready for air, when will it be bad to make them? Is there a bad time to make Warhounds? And even then, what will counter them? Will you even bother? Because in ZvT if Terran adds Marauders against Ling / Bling / Muta.... The zerg player doesn't really respond. He just has to micro better. Marauders just do stuff, there isn't a strategical response as far as units go, just in how you should engage.

And the units you are working with would generally feel the same. You have the Hellbat which is another unit that plays similar to bio. You have the tank to give positional play, but your unit still moves like bio (Just like in marine tank). But even worse is the interactions the Warhound has are still similar. The units it wants to deal with are even the same you would make marauders for if you could fit them into mech (which you can't due to stim / different upgrades / no medivacs / less factories)

TL;DR Problem can be solved without having to bring back the unit with existing units, since to keep the heavy positional play Tanks are pretty crucial. Pre-recorded responses to composition are less interesting that thinking strategically how you can use your units with each other. If the Warhound hits air and is a good general ground unit, if there ever going to be a bad time to make them, since they respond to everything. Having a unit exist just to solve a single problem in a single matchup as already said by MasterCynical is excessive when we have existing units that can do it. Mostly though it's just tanks are too weak as is and adding a new unit to counter what protoss has to beat them just seems to compound the problem.


On January 05 2013 14:37 MasterCynical wrote:
Show nested quote +
On January 05 2013 14:26 Mahanaim wrote:
The Warhound is definitely a unit that had some potential at least, which Artosis said a long time ago.


I think he would have grown to hate the unit. He did despise marauders after all. If you read his blog on his reaction to the whole destiny/warhound being cut episode, he was just ecstatic that TvP was vastly different in Hots. He just wanted a change not caring if it would be a good change or not.

Agree with this, actually having change was just more important to him than what it was. If mech ended up being just a mechanical bio I doubt he would have enjoyed it.



Edit:
Oh, so you say that deathball is bad, but a slow, unbeatable deathball is actually good, right?

Yes, because a regular deathball just clashes head onto into another. Its all about winning that engagement there. With the unstoppable deathball, yes a single engagement would lose you the game, but you have the entire build up of the game to prepare for it and delay it. It makes the game more than a "army vs army", it almost gives it an objective. Delay the army the enemy is making while you get out an alternative force you usually couldn't get out in time to deal with it. And it still has the option to be caught out of position, which encourages the oppposing player to attack into you and to try and find winning engagements, like in TvT Bio vs Mech where the terran will stim in then run back, forcing both players to be active with there units.


You know what make SC2 TvT very dynamic and SC:BW a boring siege-line on siege line? The relativly weaker tanks.

Now, curiously, the SC tank and marine are pretty similar to SC2 tank and marine, the reactors, UI and pathing making all the difference.

In SC:BW you only needed a few scouts for warning, and you could move your siege tank deathball pretty much without problem.

In SC2, doe to pathing, and tightly package marines can actually move in and rape siege tanks before they do a lot of damage.


While true that weaker tanks help, it's not the only thing, don't forget things like the marauder helping, even things like the Medivac help out as a single unit doesn't just kill the unit that heals the Marines and Marauders. But your point on SC2 pathing is actually pro bio. Yes they clump up, but the current damage / area was designed for it. It's harder to just move your "Unstoppable Deathball" without problem, which is if anything a good thing as it gives the enemy more ways to delay / potentially catch it out of position so it is requires more skill from the mech player, not the mention that SC2 is generally a faster paced game, map vision is already a commodity. And like you said you can run in with tightly packed units. As is, we already see Marines & Marauders stim and run into tanks while splitting to minimize the damage, beating them.




Xequecal
Profile Joined October 2010
United States473 Posts
January 05 2013 06:47 GMT
#70
The Warhound is almost impossible to balance, unfortunately, without completely changing it into a different unit that doesn't resemble the Warhound at all.

First off, the Warhound has to require a tech lab. You cannot give Terran a reactorable Factory unit that is good against armored, or allin rushes of Marines/Warhound/all your workers are simply impossible for Protoss to beat. Why do you think Marauders need a tech lab, have the worst cost/build time ratio in the game, and have concussive shells as a seperate upgrade? It's because if you could reactor them out, Protoss could never ever win a game against early game allins with all your SCVs.

Even if they require a tech lab I'm still skeptical if the allin rushes would be realistically defeatable. Siege Tanks in tank mode are expensive and horrible, but the fact that they have 7 range and deterred Stalker kiting enabled a build (1/1/1) that completely dominated Protoss from the top level of competition down for like a year. Now you want to give Terran a unit that's good against stalkers/immortals naturally? With a tech lab requirement, Photon Overcharge might enable Protoss to hold such rushes but that's by no means assured. Without that requirement, there's no way Protoss can ever survive.

After that, once you make everything in mech require tech labs, the viability of mech becomes very questionable. You simply need far too many resources wasted on production structures to get units out in a timely manner.
SheaR619
Profile Joined October 2010
United States2399 Posts
January 05 2013 07:13 GMT
#71
No matter how they tweak the number, in the end, it will just be another 1-A marauder. In fact it worst then marauder since marauder you can stim split/micro. A lot of good point already been covered in the earlier post so I wont go too much in detail. Even if you get it a fancy ability that allow you to manual target with haywire missile, it still terrible. That not really the micro we are looking for. The type of micro that make starcraft good is something similar to marine vs banelings. Hell, how hard is it to manual target haywire missle when your entire army is warhound hellbat with viking. Lets face it, you WONT be making tanks. The hellbat will be too slow to do any micro and you just gotta make sure your viking are roughly spread apart from storm. So in the end, all you are left with is 1-A your entire army and spam warhound haywire missile. I may be exaggerating it a little but i doubt the difficulty is anywhere near marine vs baneling split or any where near as interesting.

So no, my opinion stays the same. The fact that the warhound even made it into beta, made me completely lose hope in blizzard. Lets face it......how the hell did they did think unit would be interesting? Did they seriously envision mech to be based around warhound? It disgust me. Sorry for penting out my anger but this unit was a monstrosity. Without complete rework of it purpose, ability, and stats, it is better left forgotten.
I may not be the best, but i will be some day...
Belha
Profile Joined December 2010
Italy2850 Posts
January 05 2013 07:48 GMT
#72
On January 05 2013 15:08 naastyOne wrote:
Oh and by the way, fresh from the Rock.

http://us.battle.net/sc2/en/forum/topic/6572359151#7

"I should also say that an improved mech in TvP was a goal many months ago. This may not be the goal in the future if we find that improved mech in TvP makes the game less diverse or is not fun for some other reason. We reserve the right to abandon this goal at any time if it proves to be destructive to the game."

//I guess the translation is, tank lines are boring.

Nice quote.

Still, while many times Blizz is silly and states dumb arguments, that "translation" is on the same league.

While I'll love to see bw mech style back, an 1a gundam abomination will only make things worse.
Chicken gank op
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
January 05 2013 07:55 GMT
#73
On January 05 2013 15:47 Xequecal wrote:
The Warhound is almost impossible to balance, unfortunately, without completely changing it into a different unit that doesn't resemble the Warhound at all.

First off, the Warhound has to require a tech lab. You cannot give Terran a reactorable Factory unit that is good against armored, or allin rushes of Marines/Warhound/all your workers are simply impossible for Protoss to beat. Why do you think Marauders need a tech lab, have the worst cost/build time ratio in the game, and have concussive shells as a seperate upgrade? It's because if you could reactor them out, Protoss could never ever win a game against early game allins with all your SCVs.

Even if they require a tech lab I'm still skeptical if the allin rushes would be realistically defeatable. Siege Tanks in tank mode are expensive and horrible, but the fact that they have 7 range and deterred Stalker kiting enabled a build (1/1/1) that completely dominated Protoss from the top level of competition down for like a year. Now you want to give Terran a unit that's good against stalkers/immortals naturally? With a tech lab requirement, Photon Overcharge might enable Protoss to hold such rushes but that's by no means assured. Without that requirement, there's no way Protoss can ever survive.

After that, once you make everything in mech require tech labs, the viability of mech becomes very questionable. You simply need far too many resources wasted on production structures to get units out in a timely manner.


I'm not sure you can say that protoss early-game would be too hard. With the improved MsC, they are kicking ass in the first 10:00 of the game. 1/1/1s are laughable now unless you manage to get like 20 probe kills off with harassment. I'm not saying that the warhound itself has to come back, but some form of it in that role could be useful for mech.

And I believe I'm correct in that they required a tech lab before anyway (maybe). An armory requirement wouldn't be too bad.

On January 05 2013 15:39 IndyO wrote:
Maybe after a tank buff I would see if the problem still exists as much. A mobile unit to support tanks could definitely exist, but all iterations of the Warhound seems to go against it. And at what point does it no longer become tweaking and a completely redesigned unit? If Blizzard did bring one in, using the Warhound model even holds issues due to the stigma it has. Companies will relaunch products under a different name or campaign if there is stigma on there old one, and I think Blizzard would have to do the same.

Show nested quote +
@Indyo
Because your post is too long to really cite specifically, I'll just address it in a general manner: Quite honestly, if they were to be made somewhat like goliaths...well, if they were to BE goliaths with some kind of additional anti-mech ability, they would work well without becoming too versatile or overpowered. Essentially, I think that some kind of tweak with the warhound could have gone well rather than simply removing it from the game. As for the role overlap with the marauder and how it plays, it may be that they play fairly similarly. However, in conjunction with completely different units, I would argue that they feel rather differently. Honestly, the richness of strategy in SC2 has come to resemble how you build your composition and skew your opponent's (i.e. the colossus->viking->HT->ghost circle), and some form of the warhound would add a certain richness to terran armies.


The biggest issue is that for the Warhound to be good against what it needs to be, it would easily overshadow the tank as it becomes a very general unit, compared to the tank which is already not that great. You could of course buff the tank, but then we wouldn't be needing the Warhound to move out onto the map in the first place. And what about the Thor? We also still have the original Helion, Hellbat and Widow mine around. Not to mention Terran air units still exist, things like landed vikings could easily fill this role.

I would have said that the Colossi > Viking > HT > Ghost circle is one of the least interesting examples of strategy, simply because it's so predictable. He builds colossi, I build vikings. He has HT, I make ghost. It's very straightforward mostly as you don't feel like your adding to your composition your just responding to what they have. I'd say that things like using Ultralisk to soak up damage while your hydralisk are left alive at the back is a much more interesting example of strategy. Your thinking strategically with how to use your units, you'renot just using a pre-recorded response to pump out a counter.

Still, in the sense that you have to dance around the numbers and force switches etc it can be interesting. But with such a generally good unit, that also can be ready for air, when will it be bad to make them? Is there a bad time to make Warhounds? And even then, what will counter them? Will you even bother? Because in ZvT if Terran adds Marauders against Ling / Bling / Muta.... The zerg player doesn't really respond. He just has to micro better. Marauders just do stuff, there isn't a strategical response as far as units go, just in how you should engage.

And the units you are working with would generally feel the same. You have the Hellbat which is another unit that plays similar to bio. You have the tank to give positional play, but your unit still moves like bio (Just like in marine tank). But even worse is the interactions the Warhound has are still similar. The units it wants to deal with are even the same you would make marauders for if you could fit them into mech (which you can't due to stim / different upgrades / no medivacs / less factories)

TL;DR Problem can be solved without having to bring back the unit with existing units, since to keep the heavy positional play Tanks are pretty crucial. Pre-recorded responses to composition are less interesting that thinking strategically how you can use your units with each other. If the Warhound hits air and is a good general ground unit, if there ever going to be a bad time to make them, since they respond to everything. Having a unit exist just to solve a single problem in a single matchup as already said by MasterCynical is excessive when we have existing units that can do it. Mostly though it's just tanks are too weak as is and adding a new unit to counter what protoss has to beat them just seems to compound the problem.


Show nested quote +
On January 05 2013 14:37 MasterCynical wrote:
On January 05 2013 14:26 Mahanaim wrote:
The Warhound is definitely a unit that had some potential at least, which Artosis said a long time ago.


I think he would have grown to hate the unit. He did despise marauders after all. If you read his blog on his reaction to the whole destiny/warhound being cut episode, he was just ecstatic that TvP was vastly different in Hots. He just wanted a change not caring if it would be a good change or not.

Agree with this, actually having change was just more important to him than what it was. If mech ended up being just a mechanical bio I doubt he would have enjoyed it.



Edit:
Show nested quote +
Oh, so you say that deathball is bad, but a slow, unbeatable deathball is actually good, right?

Yes, because a regular deathball just clashes head onto into another. Its all about winning that engagement there. With the unstoppable deathball, yes a single engagement would lose you the game, but you have the entire build up of the game to prepare for it and delay it. It makes the game more than a "army vs army", it almost gives it an objective. Delay the army the enemy is making while you get out an alternative force you usually couldn't get out in time to deal with it. And it still has the option to be caught out of position, which encourages the oppposing player to attack into you and to try and find winning engagements, like in TvT Bio vs Mech where the terran will stim in then run back, forcing both players to be active with there units.
Show nested quote +


You know what make SC2 TvT very dynamic and SC:BW a boring siege-line on siege line? The relativly weaker tanks.

Now, curiously, the SC tank and marine are pretty similar to SC2 tank and marine, the reactors, UI and pathing making all the difference.

In SC:BW you only needed a few scouts for warning, and you could move your siege tank deathball pretty much without problem.

In SC2, doe to pathing, and tightly package marines can actually move in and rape siege tanks before they do a lot of damage.


While true that weaker tanks help, it's not the only thing, don't forget things like the marauder helping, even things like the Medivac help out as a single unit doesn't just kill the unit that heals the Marines and Marauders. But your point on SC2 pathing is actually pro bio. Yes they clump up, but the current damage / area was designed for it. It's harder to just move your "Unstoppable Deathball" without problem, which is if anything a good thing as it gives the enemy more ways to delay / potentially catch it out of position so it is requires more skill from the mech player, not the mention that SC2 is generally a faster paced game, map vision is already a commodity. And like you said you can run in with tightly packed units. As is, we already see Marines & Marauders stim and run into tanks while splitting to minimize the damage, beating them.






You fascinate me in that you type a lot and say very little. Colossi/viking/HT/ghost circle is really interesting and requires each player to respond to the other's composition with a little tweaking. Another example would be the muta->thor->roach->tank->zergling/ultra circle in ZvT against mech. Both are beautiful in their own ways.

I think it'd totally be fine to make warhounds paperweights with just a good anti-mech ability. There's no reason why they should break siege lines any better than marines, nor is there any reason to make them super powerful. They don't have to be good at everything. (Deep down, I know that specializing every unit by giving it a tag of (+30 damage vs. massive) and such is terrible). But SC2 has somehow been balanced thus far like that, so I don't see a reason not to just give warhounds a super niche role. The counter can be splash and gateway units, just like bio. As long as the fill the gap in mech.

Marine/tank is the most stable composition in the entire game for being both positional and fairly mobile. Why would you oppose making mech as stable as and dynamic as marine/tank? I know you want to think that it will be exactly the same, but you still have the positional aspects of mines, hellion harass, banshee harass, and a fairly safe mobile midgame army. Extending the midgame makes the lategame more interesting, and forcing the warhound into a midgame role denies any chance that it will ever be as good as the thor, which, in turn, forces a transition (and in SC, we love transitions).

StrategyAllyssa Grey <3<3
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
January 05 2013 07:56 GMT
#74
None of those things would make it a more interesting unit. It just had no place in the mech composition. Why is it necessary when tanks and thors already exist? Just to counter immortals and other tanks? That is just lame.
http://na.op.gg/summoner/userName=FLABREZU
leova
Profile Joined April 2011
266 Posts
Last Edited: 2013-01-05 08:00:01
January 05 2013 07:59 GMT
#75
i HATED the warhound when it was around, as said it was a unit that had EVERYTHING - high damage, high speed, good range, good toughness, and it absolutley mauled high-tech opposing units


that said, with the prevalence of Zerg and Protoss "ability wars", meaning fungals, blinding cloud, shields, forcefields, time warps....maybe give it some sort of "Dispel Magic"-esque ability, to remove such things and give it a support role rather than a pure offensive role...

and naturally lower its offensive capabilities, it should NOT be so fast AND so strong
pmp10
Profile Joined April 2012
3315 Posts
Last Edited: 2013-01-05 08:03:21
January 05 2013 08:01 GMT
#76
On January 05 2013 16:56 GolemMadness wrote:
None of those things would make it a more interesting unit. It just had no place in the mech composition. Why is it necessary when tanks and thors already exist? Just to counter immortals and other tanks? That is just lame.

Because a mobile counter to stalkers is also necessary even if it means that a unit is just a 'mechanical marauder'.
And then there is the problem with the immortal.
Those are the realities of SC2 units and their counters even if some may consider them 'lame'.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
January 05 2013 08:04 GMT
#77
On January 05 2013 16:56 GolemMadness wrote:
None of those things would make it a more interesting unit. It just had no place in the mech composition. Why is it necessary when tanks and thors already exist? Just to counter immortals and other tanks? That is just lame.


And yet, the problem exists. Hard to say that it's better to leave a hole in the game design than to fill it with a unit (that terran deserves). To be more specific, there is a hole in midgame mech armies; you can't quite afford to make thors and you can't quite afford to make ghosts, and you can't quite afford to move out of your base ever. So you just sit there in fetal position and try to score a lot of worker kills while turtling to 200/200.
StrategyAllyssa Grey <3<3
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
January 05 2013 08:22 GMT
#78
On January 05 2013 17:04 SC2John wrote:
Show nested quote +
On January 05 2013 16:56 GolemMadness wrote:
None of those things would make it a more interesting unit. It just had no place in the mech composition. Why is it necessary when tanks and thors already exist? Just to counter immortals and other tanks? That is just lame.


And yet, the problem exists. Hard to say that it's better to leave a hole in the game design than to fill it with a unit (that terran deserves). To be more specific, there is a hole in midgame mech armies; you can't quite afford to make thors and you can't quite afford to make ghosts, and you can't quite afford to move out of your base ever. So you just sit there in fetal position and try to score a lot of worker kills while turtling to 200/200.


Then rework the current units. Adding in a redundant, boring unit for the soul purpose of filling a couple of holes is just bad design.
http://na.op.gg/summoner/userName=FLABREZU
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
January 05 2013 08:27 GMT
#79
Many of us called the thing stupid before it was even out, just looking at the numbers it was obvious it was a big mistake.
Revolutionist fan
avilo
Profile Blog Joined November 2007
United States4100 Posts
January 05 2013 08:31 GMT
#80
On January 05 2013 12:32 ejozl wrote:
In defense of the removal, I honestly think everyone was expecting a substitution, another unit that didn't fail in design.
I still believe Terran lack an extra Factory unit, either a Spell Caster or some kind of Goliath(but not Goliath.)
If Warhound should have a return, my suggestion would be to make it melee and give it an anti-armoured attack vs air.
Currently in my opinion there's a lack of melee units in the game and fits perfectly for a buffer for Mech to keep enemies from the Siege Tanks. The Anti Air vs Armoured is because Mech has a severe lack of anti air, Thor takes care of light armoured aerial foes, Warhound can now take the rest.


Exactly. Myself and others that blasted the Warhound for being a mech marauder and 1A unit at the start of beta...we all had the assumption that blizzard would replace the warhound with a mech unit with depth, a good anti-air unit, something...

Instead, Terran received nothing, no new mech unit, no re-designed warhound to have more depth, nada.

Terran does still need a new unit for this expansion.
Sup
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