• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:59
CET 23:59
KST 07:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Potential Updates Coming to the SC2 CN Server Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Gypsy to Korea RepMastered™: replay sharing and analyzer site KK Platform will provide 1 million CNY ASL21 General Discussion mca64Launcher - New Version with StarCraft: Remast
Tourneys
[Megathread] Daily Proleagues 2026 Changsha Offline Cup [ASL21] Ro24 Group B [ASL21] Ro24 Group A
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon General RTS Discussion Thread Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1522 users

Blizzard to focus on Mech this week. - Page 3

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 10 11 12 Next All
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
January 08 2013 21:14 GMT
#41
On January 09 2013 06:08 LavaLava wrote:
Show nested quote +
On January 09 2013 06:00 Noocta wrote:
On January 09 2013 05:49 LavaLava wrote:
Widow Mine should really have been on the poll.

Tank damage versus Light is sitting at a very particular spot, where if you change it up or down it ruins the dynamic with Lings... and if you make it good enough to survive Chargelots, you completely slaughter Marines, lings, and several other units.

I posted this thread on Reddit a while ago. It explains pretty well why the only smart and easy way to make Mech work is to actually give the Widow Mine some version of Concussive Shells, while playing around with the damage numbers.

Read the thread, you'll probably agree with me that it's the only/best option short of a huge game redesign.


Tanks full damage to shield
It's pretty simple really


Except I'm not sure if that's the type of change Blizzard will ever make. I'm sure that would be filed under "unintuitive" and they may have even stated that in the past.

The Hellion transforms in to a unit with more HP and changes from mechanical to mechanical-biological, the Void Ray in Wing has like 3 attack types, Snipe is the only attack with +to psionic . So cumbersome solutions are a core part of Blizzard balance.
Head Coach Park: "They should buff tanks!"
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
January 08 2013 21:17 GMT
#42
On January 09 2013 06:14 Sapphire.lux wrote:
Show nested quote +
On January 09 2013 06:08 LavaLava wrote:
On January 09 2013 06:00 Noocta wrote:
On January 09 2013 05:49 LavaLava wrote:
Widow Mine should really have been on the poll.

Tank damage versus Light is sitting at a very particular spot, where if you change it up or down it ruins the dynamic with Lings... and if you make it good enough to survive Chargelots, you completely slaughter Marines, lings, and several other units.

I posted this thread on Reddit a while ago. It explains pretty well why the only smart and easy way to make Mech work is to actually give the Widow Mine some version of Concussive Shells, while playing around with the damage numbers.

Read the thread, you'll probably agree with me that it's the only/best option short of a huge game redesign.


Tanks full damage to shield
It's pretty simple really


Except I'm not sure if that's the type of change Blizzard will ever make. I'm sure that would be filed under "unintuitive" and they may have even stated that in the past.

The Hellion transforms in to a unit with more HP and changes from mechanical to mechanical-biological, the Void Ray in Wing has like 3 attack types, Snipe is the only attack with +to psionic . So cumbersome solutions are a core part of Blizzard balance.


Blizzard won't make the "full damage to shield" though, because that wouldn't make sense with DB's comments that ghosts should be a neccesity along with mech. (emp would kinda be semi-useless then).
TheFrankOne
Profile Joined December 2010
United States667 Posts
Last Edited: 2013-01-08 21:19:34
January 08 2013 21:18 GMT
#43
On January 09 2013 05:22 a176 wrote:
Show nested quote +
We are not trying to create a "Factory Only" option for Terrans in this match up that works in every game on every map all the time


So they are fine with 'barracks only' bio solution on all maps, but they won't allow 'factory only'. The hell?


"We want all Factory to be useful sometimes and all Barracks to be useful sometimes and a mix to also have a place. "

So in the next sentence they say they want all of either to be useful "sometimes" they don't seem to like the prevalence of bio either. Sometimes it helps to keep reading.

On January 09 2013 05:28 Hider wrote:
Im pretty sure that what he implies is that he still wants immortals to counter pure mech (which shouldn't happen as it just make for boring games). As a counter to that he wants terrans to add a few ghosts to emp the immortals. According to Dustin Browder's simplistic game design philosophy he would probably call this dynamic/micro intensive etc.


"We want all Factory to be useful sometimes"

Good read on that implication. Also, way to ignore a high masters player who has more experience playing mech in TvP than 99.9% of people on this forum.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=323003

Advice for fighting immortals that explicitly says not to use EMPs against them from the thread: + Show Spoiler +
Hellions work perfectly against Immortals. They don't take the increased damage from Immortals (which means they only do ~13 DPS, which makes them an expensive Zealot). Hellions also do 8/9/10/11 damage, so they are almost always completely unaffected by Hardened Shield. If you have 10-13 Hellions, you can take down 2-3 Immortal Shields in one shot with focus fire. WOW. Who needs EMP? Save the EMP's for Archons, and after that I find it's best to ignore them. They really do horrible damage against Mech (for 300 gas), especially with no splash. They are only good for soaking up Siege Tank shots, so make sure your Siege Tanks are focus firing the Immortals and basically anything else first!
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-01-08 21:22:33
January 08 2013 21:21 GMT
#44
siege tanks from 35+15 to 50+10
splash damage from 50%/25% to 33% (/33) or 33/20 (whatever is needed)

In words: increase main target damage to get a better snipe effect vs high HP Units = Protoss Units and Ultralisks (also good vs Infestors, Thors)
decrease splash damage so that tank vs bio and tank vs baneling/zergling ratios stay similar.

Mech solved
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2013-01-08 21:23:34
January 08 2013 21:22 GMT
#45
On January 09 2013 06:18 TheFrankOne wrote:
Show nested quote +
On January 09 2013 05:22 a176 wrote:
We are not trying to create a "Factory Only" option for Terrans in this match up that works in every game on every map all the time


So they are fine with 'barracks only' bio solution on all maps, but they won't allow 'factory only'. The hell?


"We want all Factory to be useful sometimes and all Barracks to be useful sometimes and a mix to also have a place. "

So in the next sentence they say they want all of either to be useful "sometimes" they don't seem to like the prevalence of bio either. Sometimes it helps to keep reading.

Show nested quote +
On January 09 2013 05:28 Hider wrote:
Im pretty sure that what he implies is that he still wants immortals to counter pure mech (which shouldn't happen as it just make for boring games). As a counter to that he wants terrans to add a few ghosts to emp the immortals. According to Dustin Browder's simplistic game design philosophy he would probably call this dynamic/micro intensive etc.


"We want all Factory to be useful sometimes"

Good read on that implication. Also, way to ignore a high masters player who has more experience playing mech in TvP than 99.9% of people on this forum.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=323003

Advice for fighting immortals that explicitly says not to use EMPs against them from the thread: + Show Spoiler +
Hellions work perfectly against Immortals. They don't take the increased damage from Immortals (which means they only do ~13 DPS, which makes them an expensive Zealot). Hellions also do 8/9/10/11 damage, so they are almost always completely unaffected by Hardened Shield. If you have 10-13 Hellions, you can take down 2-3 Immortal Shields in one shot with focus fire. WOW. Who needs EMP? Save the EMP's for Archons, and after that I find it's best to ignore them. They really do horrible damage against Mech (for 300 gas), especially with no splash. They are only good for soaking up Siege Tank shots, so make sure your Siege Tanks are focus firing the Immortals and basically anything else first!


Maybe you should read the thread your self and then you would realize that I have posted in it previously.
Also you will probably realize that Lyyna has never agued that pure mech is viable (in fact he has argued the opposite). Lyyna's style is just super boring from a spectator POV (even though I kinda enjoy playing it), because its basically deathball vs deathball and it has nothing to do with the multitaskbased bw mech.
So please don't make offensive comments untill you make sure you fully understand my POV.

That factory comment (btw) is easily interpreted as; We want tanks to be usefull in tvp (but they don't want pure mech unfortunately).
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 08 2013 21:25 GMT
#46
On January 09 2013 05:58 Hider wrote:
Show nested quote +
On January 09 2013 05:53 Plansix wrote:
On January 09 2013 05:42 The_Darkness wrote:
On January 09 2013 05:26 Plansix wrote:
On January 09 2013 05:08 Hider wrote:
And Dustin Browder does it again --> demonstrates a terrible understanding of game design. He apparantly doesn't realize that as long as ghosts becomes a neccesity to do mech then this will require too much defensive turtling from the terran for the game to ever come interesting.

Pure mech needs to be viable against pure toss ground. The game will never be interesting before that.


Ah, the classic design post, taking personal opinion and raising it to a level where the skills of the people making the game are called into question. It is clear that some people will always take issue with everything blizzard says.

Edit: grammer is key.


If only you (and DB) were students of good game and unit design like the estimable Hider, then perhaps we wouldn't see such ignorant posts from you! You're not even able to predict the precise ways in which the next patch will fail, lol! Not only will the next patch (the content of which we do not know, of course) be an epic failure at promoting mech in tvp, but it will also serve to drive home the unavoidable truth that DB and Blizzard do not understand good unit or game design.



And to think we were complaining earlier how a small group of posters fill every thread with negative posts about "game design". And now someone is focusing on a single line posted by DB and complaining it is terrible game design.


You keep making these posts, yet still haven't tried to come up with an argument for why I am wrong?

If you can't follow my logic, that is fine, but then don't make these kind of posts.



I think that Ghosts in a factory based army is fine, as they are primarily spell casters anyways. I don’t think that terrans should be able to deal every form of the protoss ground army with factory based units alone. A reasonable number of starports and barracks is fine. Claiming that the game will only be well designed when terrans can beat every protoss ground army with only factory units is simply saying that the game will only be good when they do it your way.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Taefox
Profile Joined March 2010
1533 Posts
January 08 2013 21:26 GMT
#47
or simply reduce tanks supply to 2 from 3 so that Terran can get 20+ tanks - i love this
@taefoxy
Noocta
Profile Joined June 2010
France12578 Posts
January 08 2013 21:27 GMT
#48
On January 09 2013 06:25 Plansix wrote:
Show nested quote +
On January 09 2013 05:58 Hider wrote:
On January 09 2013 05:53 Plansix wrote:
On January 09 2013 05:42 The_Darkness wrote:
On January 09 2013 05:26 Plansix wrote:
On January 09 2013 05:08 Hider wrote:
And Dustin Browder does it again --> demonstrates a terrible understanding of game design. He apparantly doesn't realize that as long as ghosts becomes a neccesity to do mech then this will require too much defensive turtling from the terran for the game to ever come interesting.

Pure mech needs to be viable against pure toss ground. The game will never be interesting before that.


Ah, the classic design post, taking personal opinion and raising it to a level where the skills of the people making the game are called into question. It is clear that some people will always take issue with everything blizzard says.

Edit: grammer is key.


If only you (and DB) were students of good game and unit design like the estimable Hider, then perhaps we wouldn't see such ignorant posts from you! You're not even able to predict the precise ways in which the next patch will fail, lol! Not only will the next patch (the content of which we do not know, of course) be an epic failure at promoting mech in tvp, but it will also serve to drive home the unavoidable truth that DB and Blizzard do not understand good unit or game design.



And to think we were complaining earlier how a small group of posters fill every thread with negative posts about "game design". And now someone is focusing on a single line posted by DB and complaining it is terrible game design.


You keep making these posts, yet still haven't tried to come up with an argument for why I am wrong?

If you can't follow my logic, that is fine, but then don't make these kind of posts.



I think that Ghosts in a factory based army is fine, as they are primarily spell casters anyways. I don’t think that terrans should be able to deal every form of the protoss ground army with factory based units alone. A reasonable number of starports and barracks is fine. Claiming that the game will only be well designed when terrans can beat every protoss ground army with only factory units is simply saying that the game will only be good when they do it your way.


If Ghost were needed to deal with high tech groudn army, it would be fine.
But as of now, standard mech don't trade well enough against simple gateway armies.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
January 08 2013 21:27 GMT
#49
On January 09 2013 06:25 Plansix wrote:
Show nested quote +
On January 09 2013 05:58 Hider wrote:
On January 09 2013 05:53 Plansix wrote:
On January 09 2013 05:42 The_Darkness wrote:
On January 09 2013 05:26 Plansix wrote:
On January 09 2013 05:08 Hider wrote:
And Dustin Browder does it again --> demonstrates a terrible understanding of game design. He apparantly doesn't realize that as long as ghosts becomes a neccesity to do mech then this will require too much defensive turtling from the terran for the game to ever come interesting.

Pure mech needs to be viable against pure toss ground. The game will never be interesting before that.


Ah, the classic design post, taking personal opinion and raising it to a level where the skills of the people making the game are called into question. It is clear that some people will always take issue with everything blizzard says.

Edit: grammer is key.


If only you (and DB) were students of good game and unit design like the estimable Hider, then perhaps we wouldn't see such ignorant posts from you! You're not even able to predict the precise ways in which the next patch will fail, lol! Not only will the next patch (the content of which we do not know, of course) be an epic failure at promoting mech in tvp, but it will also serve to drive home the unavoidable truth that DB and Blizzard do not understand good unit or game design.



And to think we were complaining earlier how a small group of posters fill every thread with negative posts about "game design". And now someone is focusing on a single line posted by DB and complaining it is terrible game design.


You keep making these posts, yet still haven't tried to come up with an argument for why I am wrong?

If you can't follow my logic, that is fine, but then don't make these kind of posts.



I think that Ghosts in a factory based army is fine, as they are primarily spell casters anyways. I don’t think that terrans should be able to deal every form of the protoss ground army with factory based units alone. A reasonable number of starports and barracks is fine. Claiming that the game will only be well designed when terrans can beat every protoss ground army with only factory units is simply saying that the game will only be good when they do it your way.


Did you read my post about how this forces the terran to turtle up and how this will make the terran unable to defend multiple locations at once by spreading his tanks out?

Also, I never argued that starports shouldn't be a neccessity to deal with late game toss air, but ghosts shouldn't be a neccesity to deal with a core protoss army as it just creates boring turtling + deathball games.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
January 08 2013 21:28 GMT
#50
On January 09 2013 06:14 Tommyth wrote:
I don't get why most of people loves BW TvP so much...

I personally find it most boring MU. Scenarios were very limited compared to others. Long positional play with terran trying to get a perfect siege line and toss pursuing to find a hole in it is quite fun once in a while, but not every single game...

I like DB's view that pure factory play should never be viable. Starting with bio, slowly adding mech units and pursuing a full mech army, but never actually reaching it until very very late would be the perfect design for me.


Something like this is never going to be viable, due to how Terran is designed, how production works, how upgrades are separated, how you unlock tech, etc..

Once you research stim, you are not going into heavy mech production and upgrades..

So I guess the right question for Dustin would be, could you make "mech" viable as a mix of all tech paths without stim being researched? Like you might use Reapers/Marines early game, Ghosts mid/late game, but the core of your army will be mech..

Or, you go bio, so core of your army will be MMM, and you build few Tanks, Thors, or Hellbats, according to situation.

But I think there will never be absolutely combined army, where you would constantly producing units from rax/factory/starport..
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
January 08 2013 21:30 GMT
#51
On January 09 2013 06:26 foxj wrote:
or simply reduce tanks supply to 2 from 3 so that Terran can get 20+ tanks - i love this


i think this will make bio useless in tvt (and probably mess up tvz as well). Blizzard likely won't implement this change.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
January 08 2013 21:32 GMT
#52
On January 09 2013 06:28 Everlong wrote:
Show nested quote +
On January 09 2013 06:14 Tommyth wrote:
I don't get why most of people loves BW TvP so much...

I personally find it most boring MU. Scenarios were very limited compared to others. Long positional play with terran trying to get a perfect siege line and toss pursuing to find a hole in it is quite fun once in a while, but not every single game...

I like DB's view that pure factory play should never be viable. Starting with bio, slowly adding mech units and pursuing a full mech army, but never actually reaching it until very very late would be the perfect design for me.


Something like this is never going to be viable, due to how Terran is designed, how production works, how upgrades are separated, how you unlock tech, etc..

Once you research stim, you are not going into heavy mech production and upgrades..

So I guess the right question for Dustin would be, could you make "mech" viable as a mix of all tech paths without stim being researched? Like you might use Reapers/Marines early game, Ghosts mid/late game, but the core of your army will be mech..

Or, you go bio, so core of your army will be MMM, and you build few Tanks, Thors, or Hellbats, according to situation.

But I think there will never be absolutely combined army, where you would constantly producing units from rax/factory/starport..


Hmm not sure I completely agree. I actually think a bio opening (with stim no other upgrades + a couple of medis) into mech is just an awesome (theoretical way of playing) the game, and if tanks were balanced I believe this opening could be viable as you know can do quite a bit of damage with your drops (both indirect and direct).
niladorus
Profile Joined September 2011
Greece116 Posts
January 08 2013 21:33 GMT
#53
On January 09 2013 04:42 AdrianHealey wrote:
I love it when Blizzard gives feedback. That's literally the most important thing to do. So that we 'know' that they are doing 'something'.



Apollo ,a wise man, a wise man once said "always do something with something".
I figured it fitted
Trineal
Profile Joined March 2011
United States41 Posts
January 08 2013 21:39 GMT
#54
I generally try to stay positive about the future of SC2, and trust in blizzard as much as I can (and more than is smart), but I have to admit, things don't look good to me for TvP mech. I mean, it already had enough trouble against toss ground in WoL, and even though I really really love the new air toss, it just dug that hole way deeper. Even if Blizzard had proven itself as the king of good game design, and Browder was being hailed as the guru of balance I would have some doubts about how they could pull this of. As it stands now...even my purposefully naive trust in Blizzard can't really believe this is ever gonna work out
Imbalance: if you look at a unit from one race's perspective its "WTF" if you look at it from the other race's perspective its "FTW"
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 08 2013 21:39 GMT
#55
On January 09 2013 06:27 Hider wrote:
Show nested quote +
On January 09 2013 06:25 Plansix wrote:
On January 09 2013 05:58 Hider wrote:
On January 09 2013 05:53 Plansix wrote:
On January 09 2013 05:42 The_Darkness wrote:
On January 09 2013 05:26 Plansix wrote:
On January 09 2013 05:08 Hider wrote:
And Dustin Browder does it again --> demonstrates a terrible understanding of game design. He apparantly doesn't realize that as long as ghosts becomes a neccesity to do mech then this will require too much defensive turtling from the terran for the game to ever come interesting.

Pure mech needs to be viable against pure toss ground. The game will never be interesting before that.


Ah, the classic design post, taking personal opinion and raising it to a level where the skills of the people making the game are called into question. It is clear that some people will always take issue with everything blizzard says.

Edit: grammer is key.


If only you (and DB) were students of good game and unit design like the estimable Hider, then perhaps we wouldn't see such ignorant posts from you! You're not even able to predict the precise ways in which the next patch will fail, lol! Not only will the next patch (the content of which we do not know, of course) be an epic failure at promoting mech in tvp, but it will also serve to drive home the unavoidable truth that DB and Blizzard do not understand good unit or game design.



And to think we were complaining earlier how a small group of posters fill every thread with negative posts about "game design". And now someone is focusing on a single line posted by DB and complaining it is terrible game design.


You keep making these posts, yet still haven't tried to come up with an argument for why I am wrong?

If you can't follow my logic, that is fine, but then don't make these kind of posts.



I think that Ghosts in a factory based army is fine, as they are primarily spell casters anyways. I don’t think that terrans should be able to deal every form of the protoss ground army with factory based units alone. A reasonable number of starports and barracks is fine. Claiming that the game will only be well designed when terrans can beat every protoss ground army with only factory units is simply saying that the game will only be good when they do it your way.


Did you read my post about how this forces the terran to turtle up and how this will make the terran unable to defend multiple locations at once by spreading his tanks out?

Also, I never argued that starports shouldn't be a neccessity to deal with late game toss air, but ghosts shouldn't be a neccesity to deal with a core protoss army as it just creates boring turtling + deathball games.


You basically have charted out a 15-25 minute game based on a single line that terrans may have to use ghost in some way, and then assume the game is poorly designed because of that. You have no idea how the game will be changed or what will happen due to those changes. You just assume that the game will go the way you claim based on the limited information you have and challenge others to disprove you. But you lack sufficient information to even back up your claim.

So I don't agree and I think you lack enough information to back up your claims. I find your evidence to be poor.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Lyyna
Profile Joined June 2011
France776 Posts
Last Edited: 2013-01-08 21:43:17
January 08 2013 21:39 GMT
#56
On January 09 2013 06:22 Hider wrote:
Show nested quote +
On January 09 2013 06:18 TheFrankOne wrote:
On January 09 2013 05:22 a176 wrote:
We are not trying to create a "Factory Only" option for Terrans in this match up that works in every game on every map all the time


So they are fine with 'barracks only' bio solution on all maps, but they won't allow 'factory only'. The hell?


"We want all Factory to be useful sometimes and all Barracks to be useful sometimes and a mix to also have a place. "

So in the next sentence they say they want all of either to be useful "sometimes" they don't seem to like the prevalence of bio either. Sometimes it helps to keep reading.

On January 09 2013 05:28 Hider wrote:
Im pretty sure that what he implies is that he still wants immortals to counter pure mech (which shouldn't happen as it just make for boring games). As a counter to that he wants terrans to add a few ghosts to emp the immortals. According to Dustin Browder's simplistic game design philosophy he would probably call this dynamic/micro intensive etc.


"We want all Factory to be useful sometimes"

Good read on that implication. Also, way to ignore a high masters player who has more experience playing mech in TvP than 99.9% of people on this forum.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=323003

Advice for fighting immortals that explicitly says not to use EMPs against them from the thread: + Show Spoiler +
Hellions work perfectly against Immortals. They don't take the increased damage from Immortals (which means they only do ~13 DPS, which makes them an expensive Zealot). Hellions also do 8/9/10/11 damage, so they are almost always completely unaffected by Hardened Shield. If you have 10-13 Hellions, you can take down 2-3 Immortal Shields in one shot with focus fire. WOW. Who needs EMP? Save the EMP's for Archons, and after that I find it's best to ignore them. They really do horrible damage against Mech (for 300 gas), especially with no splash. They are only good for soaking up Siege Tank shots, so make sure your Siege Tanks are focus firing the Immortals and basically anything else first!


Maybe you should read the thread your self and then you would realize that I have posted in it previously.
Also you will probably realize that Lyyna has never agued that pure mech is viable (in fact he has argued the opposite). Lyyna's style is just super boring from a spectator POV (even though I kinda enjoy playing it), because its basically deathball vs deathball and it has nothing to do with the multitaskbased bw mech.
So please don't make offensive comments untill you make sure you fully understand my POV.

That factory comment (btw) is easily interpreted as; We want tanks to be usefull in tvp (but they don't want pure mech unfortunately).

To exactly tell my advice about ghostless mech, it's just that it's so much harder to play this compared to ghostmech that it's not worth it imo. Ghostmech can easily crush a protoss army, pure mech will have a really harder time, but it can too.

Imo the fact my play ends up being deathball vs deathball isn't a consequence of the play itself : multitask/position based play (aka bw tvp mech) is basically non-existant in sc2 overall. if i could, i would tweak my play to play a more bw-ish style (and in fact i already tried to do so).

Imo what they need to do is
-Tank back to 50 damage
-New unit (as they probably wouldnt replace the thor) .. a goliath. or the 1st version of the warhound. low/average ground damage, good air damage with long range, ability to be produced relatively fast and in good number.
-Bring back the old HSM (may not be a "mech only" thing, but well, as someone who abused HSM in WoL to fight sky toss, the new HSM makes me feel... hee... dead)
http://www.teamliquid.net/forum/sc2-strategy/459600-how-to-mech-them-cry-lyynas-mech-in-hots - The 2014 Mech guide ! http://www.twitch.tv/lyyna for stream and contact infos
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
January 08 2013 21:40 GMT
#57
On January 09 2013 06:17 Hider wrote:
Show nested quote +
On January 09 2013 06:14 Sapphire.lux wrote:
On January 09 2013 06:08 LavaLava wrote:
On January 09 2013 06:00 Noocta wrote:
On January 09 2013 05:49 LavaLava wrote:
Widow Mine should really have been on the poll.

Tank damage versus Light is sitting at a very particular spot, where if you change it up or down it ruins the dynamic with Lings... and if you make it good enough to survive Chargelots, you completely slaughter Marines, lings, and several other units.

I posted this thread on Reddit a while ago. It explains pretty well why the only smart and easy way to make Mech work is to actually give the Widow Mine some version of Concussive Shells, while playing around with the damage numbers.

Read the thread, you'll probably agree with me that it's the only/best option short of a huge game redesign.


Tanks full damage to shield
It's pretty simple really


Except I'm not sure if that's the type of change Blizzard will ever make. I'm sure that would be filed under "unintuitive" and they may have even stated that in the past.

The Hellion transforms in to a unit with more HP and changes from mechanical to mechanical-biological, the Void Ray in Wing has like 3 attack types, Snipe is the only attack with +to psionic . So cumbersome solutions are a core part of Blizzard balance.


Blizzard won't make the "full damage to shield" though, because that wouldn't make sense with DB's comments that ghosts should be a neccesity along with mech. (emp would kinda be semi-useless then).

Oh i don't think they'l do it, i'm just saying no change is to "unintuitive" for them.

The problems are IMO: Tanks do to little dmg against high HP units; Immortals are way to good against Siege Tanks; anti air is not good enough. And the mother of all problems: DB is not convinced the game actually needs Tank based mech in TvP (apparently he is at least willing to try to test it).

Basically, Tanks in good position need to be able to hold ground against superior Protoss ground forces. If they can not, you only get death ball "Lyyna" style. That is boring i agree with DB, but that is not what mech should be. If i wanted a death ball of expensive and slow'ish units i would play Protoss.



Head Coach Park: "They should buff tanks!"
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
January 08 2013 21:45 GMT
#58
On January 09 2013 06:39 Lyyna wrote:
Show nested quote +
On January 09 2013 06:22 Hider wrote:
On January 09 2013 06:18 TheFrankOne wrote:
On January 09 2013 05:22 a176 wrote:
We are not trying to create a "Factory Only" option for Terrans in this match up that works in every game on every map all the time


So they are fine with 'barracks only' bio solution on all maps, but they won't allow 'factory only'. The hell?


"We want all Factory to be useful sometimes and all Barracks to be useful sometimes and a mix to also have a place. "

So in the next sentence they say they want all of either to be useful "sometimes" they don't seem to like the prevalence of bio either. Sometimes it helps to keep reading.

On January 09 2013 05:28 Hider wrote:
Im pretty sure that what he implies is that he still wants immortals to counter pure mech (which shouldn't happen as it just make for boring games). As a counter to that he wants terrans to add a few ghosts to emp the immortals. According to Dustin Browder's simplistic game design philosophy he would probably call this dynamic/micro intensive etc.


"We want all Factory to be useful sometimes"

Good read on that implication. Also, way to ignore a high masters player who has more experience playing mech in TvP than 99.9% of people on this forum.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=323003

Advice for fighting immortals that explicitly says not to use EMPs against them from the thread: + Show Spoiler +
Hellions work perfectly against Immortals. They don't take the increased damage from Immortals (which means they only do ~13 DPS, which makes them an expensive Zealot). Hellions also do 8/9/10/11 damage, so they are almost always completely unaffected by Hardened Shield. If you have 10-13 Hellions, you can take down 2-3 Immortal Shields in one shot with focus fire. WOW. Who needs EMP? Save the EMP's for Archons, and after that I find it's best to ignore them. They really do horrible damage against Mech (for 300 gas), especially with no splash. They are only good for soaking up Siege Tank shots, so make sure your Siege Tanks are focus firing the Immortals and basically anything else first!


Maybe you should read the thread your self and then you would realize that I have posted in it previously.
Also you will probably realize that Lyyna has never agued that pure mech is viable (in fact he has argued the opposite). Lyyna's style is just super boring from a spectator POV (even though I kinda enjoy playing it), because its basically deathball vs deathball and it has nothing to do with the multitaskbased bw mech.
So please don't make offensive comments untill you make sure you fully understand my POV.

That factory comment (btw) is easily interpreted as; We want tanks to be usefull in tvp (but they don't want pure mech unfortunately).

To exactly tell my advice about ghostless mech, it's just that it's so much harder to play this compared to ghostmech that it's not worth it imo. Ghostmech can easily crush a protoss army, pure mech will have a really harder time, but it can too.

Imo the fact my play ends up being deathball vs deathball isn't a consequence of the play itself : multitask/position based play (aka bw tvp mech) is basically non-existant in sc2 overall. if i could, i would tweak my play to play a more bw-ish style (and in fact i already tried to do so)


Yeh I kinda agree. I also don't think ghosts-necessity is the biggest cause of deathballs. Rather its more related to the economy-system, and I believe these two things needs to happen before we can get rid of the deathball:

1) Reduce mining efficiency per base.
2) Buff immobile units (to compensate).

The latter would include a buff to the tanks.

But do you agree with me (or at least can you follow my logic) that it's kinda bad for the game that terrans needs ghosts to be effective against a "core-protoss ground army". Wouldn't it be better for the game if pure mech was viable (against a protoss ground army) so that terrans quicker could take a 4th and turtle less (which would make it easier for the protoss to harass?).

LavaLava
Profile Joined January 2012
United States235 Posts
Last Edited: 2013-01-08 21:46:49
January 08 2013 21:46 GMT
#59
"We want all Factory to be useful sometimes"


Sometimes I fly my Factory over the Protoss base to see what he's doing. It's also great for making reactors.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
January 08 2013 21:47 GMT
#60
On January 09 2013 06:40 Sapphire.lux wrote:
Show nested quote +
On January 09 2013 06:17 Hider wrote:
On January 09 2013 06:14 Sapphire.lux wrote:
On January 09 2013 06:08 LavaLava wrote:
On January 09 2013 06:00 Noocta wrote:
On January 09 2013 05:49 LavaLava wrote:
Widow Mine should really have been on the poll.

Tank damage versus Light is sitting at a very particular spot, where if you change it up or down it ruins the dynamic with Lings... and if you make it good enough to survive Chargelots, you completely slaughter Marines, lings, and several other units.

I posted this thread on Reddit a while ago. It explains pretty well why the only smart and easy way to make Mech work is to actually give the Widow Mine some version of Concussive Shells, while playing around with the damage numbers.

Read the thread, you'll probably agree with me that it's the only/best option short of a huge game redesign.


Tanks full damage to shield
It's pretty simple really


Except I'm not sure if that's the type of change Blizzard will ever make. I'm sure that would be filed under "unintuitive" and they may have even stated that in the past.

The Hellion transforms in to a unit with more HP and changes from mechanical to mechanical-biological, the Void Ray in Wing has like 3 attack types, Snipe is the only attack with +to psionic . So cumbersome solutions are a core part of Blizzard balance.


Blizzard won't make the "full damage to shield" though, because that wouldn't make sense with DB's comments that ghosts should be a neccesity along with mech. (emp would kinda be semi-useless then).

Oh i don't think they'l do it, i'm just saying no change is to "unintuitive" for them.

The problems are IMO: Tanks do to little dmg against high HP units; Immortals are way to good against Siege Tanks; anti air is not good enough. And the mother of all problems: DB is not convinced the game actually needs Tank based mech in TvP (apparently he is at least willing to try to test it).

Basically, Tanks in good position need to be able to hold ground against superior Protoss ground forces. If they can not, you only get death ball "Lyyna" style. That is boring i agree with DB, but that is not what mech should be. If i wanted a death ball of expensive and slow'ish units i would play Protoss.





I fully agree.
Prev 1 2 3 4 5 10 11 12 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
22:00
Best Games of SC
Maru vs Solar
Rogue vs MaxPax
herO vs Clem
SHIN vs ByuN
herO vs SHIN
TBD vs ByuN
PiGStarcraft406
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft406
ViBE148
SpeCial 114
Ketroc 43
StarCraft: Brood War
Britney 16947
Shuttle 354
Bonyth 97
Aegong 48
NaDa 19
LancerX 14
Dota 2
Gorgc7642
Super Smash Bros
C9.Mang0239
Liquid`Ken23
Other Games
summit1g9384
tarik_tv3937
Grubby3036
shahzam556
crisheroes184
mouzStarbuck175
Liquid`Hasu167
KnowMe148
ProTech126
PPMD28
Organizations
StarCraft 2
angryscii 35
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 65
• musti20045 44
• mYiSmile144
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie896
• Scarra704
• Shiphtur120
Upcoming Events
RSL Revival
11h 2m
Cure vs Zoun
herO vs Rogue
Platinum Heroes Events
16h 2m
BSL
21h 2m
RSL Revival
1d 11h
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
1d 13h
BSL
1d 20h
Replay Cast
2 days
Replay Cast
2 days
Afreeca Starleague
2 days
Light vs Calm
Royal vs Mind
Wardi Open
2 days
[ Show More ]
Monday Night Weeklies
2 days
OSC
3 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Rush vs PianO
Flash vs Speed
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
Underdog Cup #3

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.