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Blizzard to focus on Mech this week. - Page 8

Forum Index > StarCraft 2 HotS
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summerloud
Profile Joined March 2010
Austria1201 Posts
January 09 2013 13:45 GMT
#141
-buff tank when in sieged mode (higher burst damage or longer range, maybe bigger splash?)
-buff ghost (longer range for nuke, maybe shorter build time for nuke)
-buff hunter-seeker missile (give back splash damage)
-buff yamato (increase range)
-buff thor anti-air range and damage

that should prevent tanks from becoming too good in tvt while making them viable in other matchups

also, id like to see hydras buffed in return, and fungal range decreased again
Big J
Profile Joined March 2011
Austria16289 Posts
January 09 2013 14:01 GMT
#142
On January 09 2013 22:29 Markwerf wrote:
Show nested quote +
On January 09 2013 14:57 althaz wrote:

On January 09 2013 09:50 Markwerf wrote:
Just change the immortal already...
What point is there is in trying to force mech through buffs as long as protoss has a unit specifically designed to counter mech... The only result of terran buffs will be that TvZ and TvT get pigeonholed into boring mech matchups..
Tank could use a very little buff but it won't make mech viable in TvP and will only offset the other matchups more...

Remove hardened shield and just give immortals +50 shields, they will practically be the same in PvP/PvZ and against marine/marauder but they will be much weaker against tanks! I guess they could let siege tank shots bypass the immortal shield as well for the same effect but that would be ugly from an aesthetic point of view.
At the same time widow needs need to do more single target damage and less aoe, so they become useful against protoss again. Preferrably i'd see detection gone from the MsC too so protoss is forced to actually scout and get some tech before it can deal with widow mines.

Immortals by themselves are NOT a problem for mech (not even a little bit). Maxed armies of immortals and tanks favour TANKS, despite hardened shield. Immortals are amazing against small numbers of tanks (which is good because the 1-1-1 is still pretty strong, even with immortals), but terribad against tanks supported by ghosts, especially in large numbers.

EDIT:
To be clear I'm not saying mech is awesome (in fact it kinda sucks in HotS, but was good but hard in WoL) and I firmly believe the tank needs a buff (slightly higher damage or larger splash, 100 gas and 2 supply would be good, plus the addition to the Terran army of the Goliath).


Lol you tested immortals against siege tanks in the unit tester and found that at some high number of supply on both sides tanks actually beat immortals?? That means really little.. There are a few problems with mech in TvP two of which are:
- you need a very high mass of units to be safe, even if you're in great defensive positioning. This makes it very difficult to open with mech or to defend a more open map. This is mostly because the immortal is so rediculously good against tanks
- 200/200 battles usually end up with the terran only winning by a small margin at which point a round of warp-ins crushes the terran, this is also because zealot/archon/immortal is so damn effective.

That there exists some theoretical point at which point siege tanks beat immortals if immortals are just a-moved into tanks is completely irrelevant. Siege tanks are just not effective enough at all against protoss which is largely a result of the immortal, a siege tank expand or small groups of well placed siege tanks are not even reliable as defense since high ground advantage is pretty much moot in the days of the MsC and immortals can easily walk in.
It's bad to let mech be too reliant on EMP, first of all it's really hard to get ghosts with mech in a decent timeframe. Secondly it just makes EMP the vortex of TvP then, either you hit it and roll over or you die completely. It's not really fun gameplay that way. Besides it's really hard to use EMPs to remove hardened shields effectively as siege tanks outrange your ghost.. If P moves in immortals first your tanks already waste a volley or 2 on the hardened shield before the EMP hits and P get's to close in with his zealots/archons..

A simple hardened shield removal wouldn't affect any matchup really except mech v P, it's just a straightforward solution to the exact problem they want to solve..

I do believe that the immortal should be tuned down slightly, but a -40(tank)/-25(ultra)/-20(thor)/-10(marauder)/-6(roach) etc downgrade on its armor sounds very extreme.
+ Show Spoiler +
A small damage adjustment 25(+20 or 15) would be nice imo


I dont think immortals in particular are "the" problem for tanks in TvP. Their problem is their low dps/cost when they are fighting bigger units (immortals, colossi, archons; and in general everything protoss is statistically bigger than T/Z).
What tanks need is a reasonable damage increase on their maintarget:
Vs armored big units it is borderline fine (colossi, ultra, thor, immortal after shields are down) but could be better imo, vs other armored it is quite good. It's the unarmored health-focused units (zealot, archon) that really shine in tanking siege damage. Smaller unarmored are fine again, due to the splash.
rollAdice
Profile Joined June 2012
Germany32 Posts
Last Edited: 2013-01-09 14:05:14
January 09 2013 14:04 GMT
#143
I think a lot people don't realize that the immortal is not an anti-mech unit - it's an anti high burst-damage unit. The problem with mech is that both the tank and the thor have high burst-damage with low attack speed. All units with high attack speed and low burst-damage do perfectly fine against immortals.
So the easiest fix is reduce the damage of thors to a half and double their attack speed, we just doubled the dps of thors vs immortals.
Duncaaaaaan
Profile Joined May 2012
United Kingdom101 Posts
January 09 2013 14:08 GMT
#144
On January 09 2013 16:08 SheaR619 wrote:
Show nested quote +
On January 09 2013 16:05 Salivanth wrote:
What I'm guessing they want is something like what ZvT used to be, before Infestors became incredibly strong. You could go Mutas, or you could go Infestors. Some maps were better for Mutas, some for Infestors, and it was good for a Zerg to know both styles for this reason.

I would adore if TvP mech became like this. Some maps are good for bio, some for mech.


Believe it or not but most map are pretty good for mech. Atleast in the current map pool. This is because there has to always be an easy to access third other wise ZvP is imbalance due to the stephano 200 roach because protoss need an easy accessable third. This also help mech quiet a bit because an easy accessable/defendable third help mech secure a third more easily because of their immobility.


I disagree. The maps are huge and just keep growing. Huge maps are very bad for mech.
Big J
Profile Joined March 2011
Austria16289 Posts
January 09 2013 14:15 GMT
#145
On January 09 2013 23:08 Duncaaaaaan wrote:
Show nested quote +
On January 09 2013 16:08 SheaR619 wrote:
On January 09 2013 16:05 Salivanth wrote:
What I'm guessing they want is something like what ZvT used to be, before Infestors became incredibly strong. You could go Mutas, or you could go Infestors. Some maps were better for Mutas, some for Infestors, and it was good for a Zerg to know both styles for this reason.

I would adore if TvP mech became like this. Some maps are good for bio, some for mech.


Believe it or not but most map are pretty good for mech. Atleast in the current map pool. This is because there has to always be an easy to access third other wise ZvP is imbalance due to the stephano 200 roach because protoss need an easy accessable third. This also help mech quiet a bit because an easy accessable/defendable third help mech secure a third more easily because of their immobility.


I disagree. The maps are huge and just keep growing. Huge maps are very bad for mech.


I disagree. Many of the bigger maps have been quite good for mech, f.e. Metropolis, daybreak.
It really "just" depends on the exact layout. And quite frankly, i don't think maps are growing these days.
Sizes have been quite stable with the occasional huge (whirlwind) and small (ohana) map strayed in.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 09 2013 14:15 GMT
#146
On January 09 2013 23:04 rollAdice wrote:
I think a lot people don't realize that the immortal is not an anti-mech unit - it's an anti high burst-damage unit. The problem with mech is that both the tank and the thor have high burst-damage with low attack speed. All units with high attack speed and low burst-damage do perfectly fine against immortals.
So the easiest fix is reduce the damage of thors to a half and double their attack speed, we just doubled the dps of thors vs immortals.


Practically the only units with high burst damage are mech... The only other units doing much are the tempest and the ultralisk..
Why make ugly fixes to mech units just to bypass the problem of the immortal if you can fix the problem directly.. Not even mentioning that just making the thor do half damage at double speed is a huge buff against zerg because it won't overkill as much anymore... Lings are quite effective against thors because a thor wastes nearly 50% on every shot for example..
It would probably look ugly to if the thor fires so quickly and constantly turns to acquire new targets
rollAdice
Profile Joined June 2012
Germany32 Posts
Last Edited: 2013-01-09 14:23:55
January 09 2013 14:22 GMT
#147
On January 09 2013 23:15 Markwerf wrote:
Show nested quote +
On January 09 2013 23:04 rollAdice wrote:
I think a lot people don't realize that the immortal is not an anti-mech unit - it's an anti high burst-damage unit. The problem with mech is that both the tank and the thor have high burst-damage with low attack speed. All units with high attack speed and low burst-damage do perfectly fine against immortals.
So the easiest fix is reduce the damage of thors to a half and double their attack speed, we just doubled the dps of thors vs immortals.


Practically the only units with high burst damage are mech... The only other units doing much are the tempest and the ultralisk..
Why make ugly fixes to mech units just to bypass the problem of the immortal if you can fix the problem directly.. Not even mentioning that just making the thor do half damage at double speed is a huge buff against zerg because it won't overkill as much anymore... Lings are quite effective against thors because a thor wastes nearly 50% on every shot for example..
It would probably look ugly to if the thor fires so quickly and constantly turns to acquire new targets



Well this was just a suggestion but the same could be accomplished by leaving the attack speed as is and increasing the shot count to 4. Also fixes the ling problem.
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2013-01-09 14:38:14
January 09 2013 14:25 GMT
#148
-buff ghost (longer range for nuke


nooooooooooooooooooooooo00000000000000OOOOOOOOOOOOOOOOOOOOOOOOOO

You want to buff mech? How about NOT extending the range of nuke which is already extremely extremely powerful with godlike potential for a 100/100 cost when it can already oneshot a tank from outside of the tanks sieged range.

You can oneshot Larvae and workers from 16 range with nuke.

Do you really want to extend this and make them build faster? Did you not see that IdrA game like a year and a half ago on Lost Temple where terran turtled and built half a dozen or more ghost academies and launched 10-15 nukes in the space of a minute or two? =P

"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
LloydPGM
Profile Joined January 2012
85 Posts
January 09 2013 14:27 GMT
#149
I believe that Blizzard will try to mech work in TvP, release the game in order that all the frustrated terran buy it and 3 months later heavily nerf terran mech. I have no trust in Blizzard/DB/DK.

I'll wait for a long time before POSSIBLY buying HOTS.
http://video.gamecreds.com/1mggimrsyxc0n/channel/Lloyd
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2013-01-09 14:49:02
January 09 2013 14:47 GMT
#150
I think they should try a cost decrease on factories and maybe a supply decrease on tanks first. That way marines don't get slaughtered if they buff anything from the tank until the lategame, where tanks slaughter Marines anyway. Talking about the Marine because they were the reason for the tank damage nerf to remove viking tank wars from TvT.

Mech is by far the most expensive build order production building wise. And with the increased defenders abilities the other races got I doubt it would create rush problems, when the production buildings are out abit faster.
For the Immortal problem, they can make the Groundviking in one way or the other useful against the Immortal. Either the GroundViking massacres the shield with a haywire like missile, while the Viking gets melted by the Immortal cannons. Or the Viking does an Archon/Queen and loses their armor flag on the ground. That way they can peel of the Immortal shields with normal focus fire, as their attack seems to be optimized for taking down those shields.
With the now shared armor upgrades, the ground Viking would also be good at tanking Zealots/Archons. And you already have some anti air with you.
The Viking was supposed to harass, but they do a pretty bad job at this due to their slow morph phase. And it would really fit well as an tanking unit, without the armored flag. On the other hand it would be just a better Hellbat.
mcmizzler
Profile Joined January 2013
Canada1 Post
January 09 2013 14:49 GMT
#151
Do siege tanks really need a buff? i mean i play T and i think 13 range and splash damage is pretty strong already
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2013-01-09 15:00:32
January 09 2013 14:54 GMT
#152
On January 09 2013 23:49 mcmizzler wrote:
Do siege tanks really need a buff? i mean i play T and i think 13 range and splash damage is pretty strong already


I was originally off the idea that a range change shouldn't be on the table, but when you consider that everything in SC2 moves faster, and Blizzard has already introduced units with higher range than the tank (bad design choice IMO as having units with longer range than the seige tank is akin to not having marines/zealots/zerglings in that some rules shouldn't be broken) then there's kind of a power creep, however a range change is still debatable.

On the other-hand the tank definitely needs a drastic damage buff (damage is absolutely pitiful given that it incurs extreme drawbacks solely to fire), and possibly some supply adjustments too. The reasoning for this is that tanks were already subpar in WoL, and HotS has introduced 3-4 new tank soft/hard counters alone. It's current state is laughable.
dicedicerevolution
Profile Joined October 2009
United States245 Posts
January 09 2013 15:03 GMT
#153
It's a little disheartening to see them still tweaking unit values to balance the late-game. It would be far more effective to tweak the macro mechanics and mining rates so that the "over-powered" units you get late-game actually has a heavy upkeep associated which would require continuous expanding (and therefore takes longer to mass and would allow skill-based board control to matter more).
Elp
Profile Joined September 2010
Netherlands86 Posts
January 09 2013 15:06 GMT
#154
Imo.

Tanks:
They should be reverted back to their state before patch 1.1.0. Meaning 50 damage in siege mode to all targets. With the bigger maps and the other Terran nerfs over the years, I think it's worth it to at least test this.

BC:
Remove the energy bar. Put Yamato on a timer or remove it. An ability is supposed to make a unit better, not worse (HT Feedback..)

Raven:
-Turrets should work like Infested Terrans, meaning you can put them down anywhere. Right now, 9 out of 10 times you can't put them down because enemy units are blocking the ground. The current Turret mechanic is just silly.

-Seeker Missile: Keep the HotS range but change it back to the WoL splash missile. Also, the energy cost is too high. I'd be more than happy to see a splash missile that does less damage but is 75 or 100 energy. (60 damage for 75 energy, or 80 damage for 100 energy, for example).

Reaper:
The current role of the Reaper is impossible to balance, as it will always be a rush unit. It will either be too good (see early WoL and current HotS), or not good at all and it will not be used (see WoL now).
The only way to give them more general use is to make them better against non-light units. I don't see any way in doing this without making them overpowered. Unless the Cliffjump ability is removed, but that really takes away the essence of the Reaper.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
January 09 2013 15:09 GMT
#155
One option I've seen a few times:

Tanks do full damage to Shields, regardless of unit type.
Increases damage to Zealots and Archons but does not affect much of anything else.

Tanks to 150/100/2 from 150/125/3, allowing for more tanks to be fielded or more support be provided for the same tank count.

It might still have trouble dealing with the same armies but it might be a good place to start.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2013-01-09 15:17:25
January 09 2013 15:14 GMT
#156
On January 09 2013 20:26 Rabiator wrote:
Show nested quote +
On January 09 2013 17:56 Telenil wrote:

Apart from "it is awesome in Brood War", why is that a terrible thing? There is no building in the game that can make you win games on its own, even barracks need medevacs. You would hate the game if mass stargates could stand against every composition, so why do you want pure factories to do that?
The core of mech is the positionnal play + harassing with faster unit. Something isn't mech just because it comes from the factory, but on the other hand, it can still be mech even if all units don't come from the same building.

The "factory style" you describe has enough difficulty on its own due to the immobility, but "forcing" this style to rely upon units from other buildings too much is a terrible thing, because it makes it too complicated and in the end not worthwile. Against the Tempest you basically NEED the Viking, but WHY should it be necessary?

Blizzard dont want to admit that they screwed up with the Tempest (and the Broodlord/Infestor combo) and change these units and so they are falling back to the "we dont intend to do this" option and just tell us to build other stuff too to make it work.
If I remove the usual "I would design this game better than Blizzard" crap (sorry but that's what it is), the actual argument is "mech shouldn't have to rely on other buildings because, combined with its lack of mobility, it would make it too complicated". That sounds a bit... flimsy. Bio use barracks + vikings + medevacs, PvT protoss use gateway + robo, and if you want tanks involved, the compositions required to face zerglings/banelings/mutas were even more diverse. Factory + vikings is not more complicated than those strategies.
In other words, why shouldn't players have to build vikings when TvZ involving marine/tank/medevacs/thors into vikings were considered fine?
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
vthree
Profile Joined November 2011
Hong Kong8039 Posts
January 09 2013 15:21 GMT
#157
Well, I think one of the core issues with mech is tank balance. If you look at TvZ on WoL (where tank balance is relevant to racial balance, TvT is mirror, tanks don't see much use in TvP), seems like the current balance is done using tanks in siege mode. Basically, if the terran is caught unsieged, he is dead. But if he is sieged, the engagement is 50/50 (depending on creep and micro from both sides).

That is a hugh issue because the terran takes a huge risk to unsieged. Yet, even if they get tanks sieged and in position, it is still 50/50. I think this is mainly due to maps. All the GSL maps have hugh open areas in the middle which means that tanks simply cannot trade cost effectively even when they get in position (except for 3 base turtle). If you look at PL maps, there are much more areas where tanks can siege where they will at least trade decently vs Z. This also plays out in TvT as well where a smaller number of tanks at a choke can hold position vs a larger number of enemy units.

That is the entire point of the tank. You sacrifice mobility for zone control. Otherwise, they are like a colossus which needs to siege in order to fire their lasers.
Sithril
Profile Joined April 2011
Slovakia169 Posts
January 09 2013 15:23 GMT
#158
Why dont they just buff tanks? Have they ever gave a stance on ST or ST buffs?
vthree
Profile Joined November 2011
Hong Kong8039 Posts
January 09 2013 15:27 GMT
#159
On January 10 2013 00:14 Telenil wrote:
Show nested quote +
On January 09 2013 20:26 Rabiator wrote:
On January 09 2013 17:56 Telenil wrote:

Apart from "it is awesome in Brood War", why is that a terrible thing? There is no building in the game that can make you win games on its own, even barracks need medevacs. You would hate the game if mass stargates could stand against every composition, so why do you want pure factories to do that?
The core of mech is the positionnal play + harassing with faster unit. Something isn't mech just because it comes from the factory, but on the other hand, it can still be mech even if all units don't come from the same building.

The "factory style" you describe has enough difficulty on its own due to the immobility, but "forcing" this style to rely upon units from other buildings too much is a terrible thing, because it makes it too complicated and in the end not worthwile. Against the Tempest you basically NEED the Viking, but WHY should it be necessary?

Blizzard dont want to admit that they screwed up with the Tempest (and the Broodlord/Infestor combo) and change these units and so they are falling back to the "we dont intend to do this" option and just tell us to build other stuff too to make it work.
If I remove the usual "I would design this game better than Blizzard" crap (sorry but that's what it is), the actual argument is "mech shouldn't have to rely on other buildings because, combined with its lack of mobility, it would make it too complicated". That sounds a bit... flimsy. Bio use barracks + vikings + medevacs, PvT protoss use gateway + robo, and if you want tanks involved, the compositions required to face zerglings/banelings/mutas were even more diverse. Factory + vikings is not more complicated than those strategies.
In other words, why shouldn't players have to build vikings when TvZ involving marine/tank/medevacs/thors into vikings were considered fine?


I agree somewhat. But then I think they need to look at the gas cost of tanks/thors/vikings. Because all 3 units are very gas intensive per supply.
Rabiator
Profile Joined March 2010
Germany3948 Posts
January 09 2013 15:28 GMT
#160
On January 10 2013 00:14 Telenil wrote:
Show nested quote +
On January 09 2013 20:26 Rabiator wrote:
On January 09 2013 17:56 Telenil wrote:

Apart from "it is awesome in Brood War", why is that a terrible thing? There is no building in the game that can make you win games on its own, even barracks need medevacs. You would hate the game if mass stargates could stand against every composition, so why do you want pure factories to do that?
The core of mech is the positionnal play + harassing with faster unit. Something isn't mech just because it comes from the factory, but on the other hand, it can still be mech even if all units don't come from the same building.

The "factory style" you describe has enough difficulty on its own due to the immobility, but "forcing" this style to rely upon units from other buildings too much is a terrible thing, because it makes it too complicated and in the end not worthwile. Against the Tempest you basically NEED the Viking, but WHY should it be necessary?

Blizzard dont want to admit that they screwed up with the Tempest (and the Broodlord/Infestor combo) and change these units and so they are falling back to the "we dont intend to do this" option and just tell us to build other stuff too to make it work.
If I remove the usual "I would design this game better than Blizzard" crap (sorry but that's what it is), the actual argument is "mech shouldn't have to rely on other buildings because, combined with its lack of mobility, it would make it too complicated". That sounds a bit... flimsy. Bio use barracks + vikings + medevacs, PvT protoss use gateway + robo, and if you want tanks involved, the compositions required to face zerglings/banelings/mutas were even more diverse. Factory + vikings is not more complicated than those strategies.
In other words, why shouldn't players have to build vikings when TvZ involving marine/tank/medevacs/thors into vikings were considered fine?

Mech - IMMOBILITY
Bio - MOBILITY

You notice the difference? Adding "mobile" units to get around the fact that mech is immobile is stupid, because it simply shows that mobility is too important in SC2 because the developers make these decisions. Its basically cheating and the merging of one upgrade for mech and air already blurs the lines between the races, because you are basically down to three upgrades to do it all ... just like Zerg and Protoss have it. Thats not good.

Its all about the additional option of being able to play a "static" game of positioning and slowly creeping ahead. Sadly SC2 is all about mobility and thats a big part of the reason why mech doesnt work / works badly. The only solution to this - in Blizzards framework - is to buff the Siege Tank in such a way to make them SCARY to any kind of infantry; both other races have sufficient numbers of "tricks" to deal with static big targets that cant shoot air ...
If you cant say what you're meaning, you can never mean what you're saying.
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