• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:48
CEST 20:48
KST 03:48
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Balance hotfix patch 5.0.16b (July 16)27Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!5Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) [D] Wireframe Casting Removed Clem: "I don't have that much hope in Blizzard" Reynor: GSL Loss Wasn't About Preparation Format Is the larve respawn broken?
Tourneys
Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
BW General Discussion Recent recommended BW games Recommended FPV games (post-KeSPA) Etiquete rules in Asl? Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map)
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [IPSL] Spring 2026 Grand Finals - This Weekend! [Megathread] Daily Proleagues
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Path of Exile Nintendo Switch Thread Beyond All Reason Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread YouTube Thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport] Formula 1 Discussion
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7846 users

The Roach is whats wrong with SC2. - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 28 Next All
L
Profile Blog Joined January 2008
Canada4732 Posts
April 05 2010 04:53 GMT
#181
roach to ~90 hp, marauders lose stim, immortals cost ~350 mins, have 300 hp, but only 80 shields and can't be emp'd.

there you go, i fixed your game.

Well, not really, but its a start. ZvZ would be kinda fucked, but oh well. maybe reduce the roach warren cost.
The number you have dialed is out of porkchops.
randomness
Profile Joined April 2010
United States38 Posts
April 05 2010 04:54 GMT
#182
On April 05 2010 13:17 Koltz wrote:

In BW we had interesting battles largely due to the part that there were no "hard-counters."


It is so strange that people keep saying this. I'm glad to know I can kill those firebats with my zerglings.
hi
TieN.nS)
Profile Joined August 2003
United States2131 Posts
Last Edited: 2010-04-05 04:56:04
April 05 2010 04:55 GMT
#183
On April 05 2010 13:51 Doc Daneeka wrote:
Show nested quote +
On April 05 2010 13:50 Fayth wrote:
hydras never had a bonus against armored.... they did less dmg to light units, if anything hydras shud be like 8+4armored


really? i'm pretty sure i read or heard that somewhere but maybe it's false memory syndrome cos it sounds like a good idea, lol.


Brood War didn't have +dmg to certain unit types. Instead, there was normal, explosive, and concussive damage that scaled damage based on unit sizes.
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-05 04:56:35
April 05 2010 04:55 GMT
#184
On April 05 2010 13:50 Fayth wrote:
hydras never had a bonus against armored.... they did less dmg to light units, if anything hydras shud be like 8+4armored


On April 05 2010 13:55 TieN.nS) wrote:
Brood War didn't have +dmg to certain unit types. Instead, there was normal, explosive, and concussive damage that scaled damage based on unit sizes.


Its the same thing? Well, except that their DPS overall is less redonculous. And while technically you got +5 halfways, the only thing that benefited from that was medium, or concussive, both which were rare in comparison. .
Too Busy to Troll!
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-04-05 04:58:49
April 05 2010 04:56 GMT
#185
On April 05 2010 13:54 randomness wrote:
Show nested quote +
On April 05 2010 13:17 Koltz wrote:

In BW we had interesting battles largely due to the part that there were no "hard-counters."


It is so strange that people keep saying this. I'm glad to know I can kill those firebats with my zerglings.


In any event where you "only" have lings, it would be very early game, or you are doing some sort of speedling cheese, for example vs a 1 rack cc opening. In this event, there wont be many firebats out yet, and 4 speedlings can take out a firebat with proper micro. Conversely, a firebat can kill 4 microed zerglings if he hides behind a mineral.

2 Firebats on your ramp with a medic can effectively ward off a speedling cheese. 2 Firebats in the open with a medic will get owned by more than 8 zerglings. The firebats role was very distinct and absolute. Zergling micro allowed us to "overcome" hard-counters. Like I said in my post earlier.
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-05 05:01:33
April 05 2010 04:58 GMT
#186
Also, I hope I don't get booted for "bad manners for this", but seriously, the people going on about hardcounters need to...STFU.
---
Let me explain something about "Hardcounters". I'm tempted to make a new thread, nobody seems to get it.

SC2 is not about hardcounters any more then SC1 was. The metagame is still volatile, a formulaic build is still being developed, so your going to see a lot of fights ending because of "hardcounters".

Was MM hardcountered by storms and reavers in SC1? You betcha. Thats an entire tech option/alternative, hardcountered by 1/2 units.

Their isn't even a definable difference between a hardcounter and a normal counter. Only counter and softcounter. No hardcounters.

Counters encourage things. The hardcounter to mass light units is aoe, so it encourages AoE. Is this a good thing? Many would say yes, yes is agreeable.

That is all they do. Bios hardcounter encourages mech. etc etc. They shape the metagame, and through feedback and patching, the game itself.

What do roaches encourage? A lot of things, outlined in my post, and most of them aren't good by any stretch of the imagination.

On April 05 2010 13:56 Koltz wrote:
Show nested quote +
On April 05 2010 13:54 randomness wrote:
On April 05 2010 13:17 Koltz wrote:

In BW we had interesting battles largely due to the part that there were no "hard-counters."


It is so strange that people keep saying this. I'm glad to know I can kill those firebats with my zerglings.


In any event where you "only" have lings, it would be very early game, or you are doing some sort of speedling cheese, for example vs a 1 rack cc opening. In this event, there wont be many firebats out yet, and 4 speedlings can take out a firebat with proper micro. Conversely, a firebat can kill 4 microed zerglings if he hides behind a mineral.

2 Firebats on your ramp with a medic can effectively ward off a speedling cheese. 2 Firebats in the open with a medic will get owned by more than 8 zerglings. The firebats role was very distinct and absolute. Zergling micro allowed us to "overcome" hard-counters. Like I said in my post earlier.


Yes and roaches can kill immortals if they micro and run away damaged roaches.

Whats your point? Still doesn't change the fact that I attack a your expo with 5 immortals, your 15 roaches won't be able to do much.. Just like how if I attack a with my 6 firebats and 4 medics your expo, and you only have zerglings, you cant do much,
Too Busy to Troll!
Doc Daneeka
Profile Joined March 2010
United States577 Posts
April 05 2010 04:59 GMT
#187
On April 05 2010 13:55 TieN.nS) wrote:
Show nested quote +
On April 05 2010 13:51 Doc Daneeka wrote:
On April 05 2010 13:50 Fayth wrote:
hydras never had a bonus against armored.... they did less dmg to light units, if anything hydras shud be like 8+4armored


really? i'm pretty sure i read or heard that somewhere but maybe it's false memory syndrome cos it sounds like a good idea, lol.


Brood War didn't have +dmg to certain unit types. Instead, there was normal, explosive, and concussive damage that scaled damage based on unit sizes.


oh no, i meant in a sc2 build pre-beta. there was something about hydras doing bonus against first air, then armored, then nothing when the beta came out.
payed off security
TieN.nS)
Profile Joined August 2003
United States2131 Posts
April 05 2010 05:00 GMT
#188
On April 05 2010 13:55 Half wrote:
Show nested quote +
On April 05 2010 13:50 Fayth wrote:
hydras never had a bonus against armored.... they did less dmg to light units, if anything hydras shud be like 8+4armored


Show nested quote +
On April 05 2010 13:55 TieN.nS) wrote:
Brood War didn't have +dmg to certain unit types. Instead, there was normal, explosive, and concussive damage that scaled damage based on unit sizes.


Its the same thing? Well, except that their DPS overall is less redonculous. And while technically you got +5 halfways, the only thing that benefited from that was medium, or concussive, both which were rare in comparison. .


Not really sure what you're trying to say in response to my last post, but regarding 8 +4arm vs a base +12 with no bonus, that's a pretty big nerf. Marines would take an extra hit to kill base or two extra hits with combat shield upgrade, etc.
Oracle
Profile Blog Joined May 2007
Canada411 Posts
April 05 2010 05:01 GMT
#189
On April 05 2010 13:58 Half wrote:
Also, I hope I don't get booted for "bad manners for this", but seriously, the people going on about hardcounters need to...STFU.
---
Let me explain something about "Hardcounters". I'm tempted to make a new thread, nobody seems to get it.

SC2 is not about hardcounters any more then SC1 was. The metagame is still volatile, a formulaic build is still being developed, so your going to see a lot of fights ending because of "hardcounters".

Was MM hardcountered by storms and reavers in SC1? You betcha. Thats an entire tech option/alternative, hardcountered by 1/2 units.

Their isn't even a definable difference between a hardcounter and a normal counter. Only counter and softcounter. No hardcounters.

Counters encourage things. The hardcounter to mass light units is aoe, so it encourages AoE. Is this a good thing? Many would say yes, yes is agreeable.

That is all they do. Bios hardcounter encourages mech. etc etc. They shape the metagame, and through feedback and patching, the game itself.

What do roaches encourage? A lot of things, outlined in my post, and most of them aren't good by any stretch of the imagination.


Hard counter is just a word used to differentiate the degree in which one type negates the other type. And you seriously cannot claim that some units are countered to a higher degree than other units?

Hard counters in SC2 are to such a high degree that they almost do not allow for the countered unit to be produced, where as in BW we had inequalities of vulture > zealot > tank > goon > vulture. although the vulture countered the zealot, it did not mark its disappearance from PvT
Azarkon
Profile Joined January 2010
United States21060 Posts
April 05 2010 05:02 GMT
#190
The presence of hard counters in SC 1 is arguably what led to the mixed unit compositions that are so common nowadays (speed zealots counter tanks? no problem, I add vultures. Carriers counter ground? no problem, I add goliaths), which I'm glad to see is being used from day one in SC 2. I still remember the days when the SC meta-game consisted of "hydra rush," "zealot rush," and "marine rush lol." Obviously that's not happening with SC 2.

One problem with SC 2 hard counters, though, is that some units (ie roaches, marauders) hard counter everything in the same tier. That's just bad design.
OverShield
Profile Joined February 2010
Canada41 Posts
April 05 2010 05:03 GMT
#191
I actually agree with Mora here. These units just need to be toned down a bit. -1 armor and -15 hp for the Roach sounds about right. -50 hp is absurd.

Marauders should have to research Slow (I think its kind of silly that M&M can have both of their abilities before Zeal's or Stalker get either of theirs), and maybe make the damage 12+8 or 12+6.

Immortals could use a slightly longer build time and perhaps have their +armored damage scaled down a tad. I'm a little surprised about people calling Immortals "boring". First of all, they are fuckin badass. Second, they are an asset to a P army in most situations not just countering the aforementioned units.
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-05 05:06:09
April 05 2010 05:04 GMT
#192
On April 05 2010 14:01 Koltz wrote:
Show nested quote +
On April 05 2010 13:58 Half wrote:
Also, I hope I don't get booted for "bad manners for this", but seriously, the people going on about hardcounters need to...STFU.
---
Let me explain something about "Hardcounters". I'm tempted to make a new thread, nobody seems to get it.

SC2 is not about hardcounters any more then SC1 was. The metagame is still volatile, a formulaic build is still being developed, so your going to see a lot of fights ending because of "hardcounters".

Was MM hardcountered by storms and reavers in SC1? You betcha. Thats an entire tech option/alternative, hardcountered by 1/2 units.

Their isn't even a definable difference between a hardcounter and a normal counter. Only counter and softcounter. No hardcounters.

Counters encourage things. The hardcounter to mass light units is aoe, so it encourages AoE. Is this a good thing? Many would say yes, yes is agreeable.

That is all they do. Bios hardcounter encourages mech. etc etc. They shape the metagame, and through feedback and patching, the game itself.

What do roaches encourage? A lot of things, outlined in my post, and most of them aren't good by any stretch of the imagination.


Hard counter is just a word used to differentiate the degree in which one type negates the other type. And you seriously cannot claim that some units are countered to a higher degree than other units?

Hard counters in SC2 are to such a high degree that they almost do not allow for the countered unit to be produced, where as in BW we had inequalities of vulture > zealot > tank > goon > vulture. although the vulture countered the zealot, it did not mark its disappearance from PvT



Hellions counter zealots so hard. Nobody even bothers to make hellions. (in PvT)

What could I possible make to stop you from making zealots? I can't think of any unit I could possible make to stop zealots, besides a wall off with tanks (in which you'll lollerape with immortals and bstalkers), and mass banshees.

Immortals "hardcounter" siegetanks? Kind of like how storms and reavers hardcountered the entirety of Bio?

On April 05 2010 14:03 OverShield wrote:
I actually agree with Mora here. These units just need to be toned down a bit. -1 armor and -15 hp for the Roach sounds about right. -50 hp is absurd.

Marauders should have to research Slow (I think its kind of silly that M&M can have both of their abilities before Zeal's or Stalker get either of theirs), and maybe make the damage 12+8 or 12+6.

Immortals could use a slightly longer build time and perhaps have their +armored damage scaled down a tad. I'm a little surprised about people calling Immortals "boring". First of all, they are fuckin badass. Second, they are an asset to a P army in most situations not just countering the aforementioned units.


50 HP is absurd, but I'd like to bring back roach passive regen. A startling trend in SC2 is having these distinct units in Alph, and making then bland in the name of balance because they figured that their original roles were too hard to balance/unbalance able.

Plus 145 hp t1 unit infringed on toss racial identity.

Too Busy to Troll!
Zaqwert
Profile Joined June 2008
United States411 Posts
April 05 2010 05:05 GMT
#193
I started a thread about this on the bnet forum if anyone cares to dig it up, I said the exact same thing.

Roaches are stupid powerful but rather than nerf them they made maurderes and immortals super powerful to counter them, which in turn ruins unit diversity.
Oracle
Profile Blog Joined May 2007
Canada411 Posts
April 05 2010 05:08 GMT
#194
Yes and roaches can kill immortals if they micro and run away damaged roaches.

Whats your point? Still doesn't change the fact that I attack a your expo with 5 immortals, your 15 roaches won't be able to do much.. Just like how if I attack a with my 6 firebats and 4 medics your expo, and you only have zerglings, you cant do much,


Vague statement. You cannot compare the relationshp of firebat/ling to immortal/roach.

Firebat/ling depends heavily on the surrounding of lings. If a firebat pops out right away from a barracks and lings are ready with the surround, it is going to die.

If an immortal pops and there are roaches waiting, its not going to make as big of a difference, as they are both ranged units. If an immortal can kill 3 roaches alone, if it comes out of a robo with 3 roaches surrounding it, its still going to kill them

Furthermore, the emphasis on producing roaches/immortals in SC2 and producing firebats in BW are very different.

If you consider firebat a hard-counter of lings, then it is very different from the definition of hard-counter of sc2. The hard-counters of SC2 are great vs their respective counters. Immortals demolish tanks, mauraders. But they are great vs MANY other things as well. Firebats are great vs lings. Not too good vs much else.
Azarkon
Profile Joined January 2010
United States21060 Posts
April 05 2010 05:09 GMT
#195
Well, roach passive regen is incredibly hard to balance because you can't rely on focus fire in a big battle - the micro requirements are too intensive and so roaches become overpowered against almost everything but what's supposed to counter them, in which case we're back to square one.
L
Profile Blog Joined January 2008
Canada4732 Posts
April 05 2010 05:11 GMT
#196
On April 05 2010 14:03 OverShield wrote:
I actually agree with Mora here. These units just need to be toned down a bit. -1 armor and -15 hp for the Roach sounds about right. -50 hp is absurd.

Marauders should have to research Slow (I think its kind of silly that M&M can have both of their abilities before Zeal's or Stalker get either of theirs), and maybe make the damage 12+8 or 12+6.

Immortals could use a slightly longer build time and perhaps have their +armored damage scaled down a tad. I'm a little surprised about people calling Immortals "boring". First of all, they are fuckin badass. Second, they are an asset to a P army in most situations not just countering the aforementioned units.
From a design point of view, it would be much faster to over-nerf the three units then see how the matchups fare and then slowly bring them back into line than take baby-steps.

I'd typically reserve small changes for small issues, but it seems the complaints surrounding roaches have been here since the initial beta version and multiple nerfs later they're still ridiculous.
The number you have dialed is out of porkchops.
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-04-05 05:15:11
April 05 2010 05:12 GMT
#197
On April 05 2010 14:04 Half wrote:
Show nested quote +
On April 05 2010 14:01 Koltz wrote:
On April 05 2010 13:58 Half wrote:
Also, I hope I don't get booted for "bad manners for this", but seriously, the people going on about hardcounters need to...STFU.
---
Let me explain something about "Hardcounters". I'm tempted to make a new thread, nobody seems to get it.

SC2 is not about hardcounters any more then SC1 was. The metagame is still volatile, a formulaic build is still being developed, so your going to see a lot of fights ending because of "hardcounters".

Was MM hardcountered by storms and reavers in SC1? You betcha. Thats an entire tech option/alternative, hardcountered by 1/2 units.

Their isn't even a definable difference between a hardcounter and a normal counter. Only counter and softcounter. No hardcounters.

Counters encourage things. The hardcounter to mass light units is aoe, so it encourages AoE. Is this a good thing? Many would say yes, yes is agreeable.

That is all they do. Bios hardcounter encourages mech. etc etc. They shape the metagame, and through feedback and patching, the game itself.

What do roaches encourage? A lot of things, outlined in my post, and most of them aren't good by any stretch of the imagination.


Hard counter is just a word used to differentiate the degree in which one type negates the other type. And you seriously cannot claim that some units are countered to a higher degree than other units?

Hard counters in SC2 are to such a high degree that they almost do not allow for the countered unit to be produced, where as in BW we had inequalities of vulture > zealot > tank > goon > vulture. although the vulture countered the zealot, it did not mark its disappearance from PvT



Hellions counter zealots so hard. Nobody even bothers to make hellions. (in PvT)

What could I possible make to stop you from making zealots? I can't think of any unit I could possible make to stop zealots, besides a wall off with tanks (in which you'll lollerape with immortals and bstalkers), and mass banshees.

Immortals "hardcounter" siegetanks? Kind of like how storms and reavers hardcountered the entirety of Bio?



I have been known to Biomech in a lot of my TvP games on BW. Storms and reavers seem great vs marines, but player skill can make them viable in TvP. not to mention, timing push before the occurance of templar tech.
http://repdepot.net/replay.php?id=5941
I dont have SC installed on my laptop so i just chose the first game I could think of, (btw that is the real kwark).

When a terran has mauraders, zealots become extremely useless, such that minerals spent on them are a waste and the protoss would rather not make them because no matter what they do, maurders are going to own them.

And as the game goes on longer, zealots become increasingly more useless, even with charge.
USn
Profile Joined March 2010
United States376 Posts
April 05 2010 05:18 GMT
#198
On April 05 2010 13:02 Mora wrote:
Show nested quote +
On April 05 2010 12:57 USn wrote:
OP's makes a subtle and well considered point I think...

And consider, even if he's wrong, doesn't the fact that all the roach's interesting abilities have been removed cause you some concern? What is left of the unit exactly? It broadcasts a certain amount of dps in a certain radius and has X health.


sort of like... 75% of the units in sc1? lol

ie:
zealot
dragoon
hydralisk
zergling
marine (unless stim disqualifies it)
scouts
mutas
etc.


I put that poorly. All those units (except hydra and, lol, scout) demand careful attention because of special qualities or limits (bad ai, stim, melee, etc) that give them a unique feel.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
Last Edited: 2010-04-05 05:22:58
April 05 2010 05:22 GMT
#199
Very much agree with the OP and several other posters in here. There are some valid points on both sides of the argument here. As I see it, we have those opposed to the existence of the "unholy trinity," and those who see the game too close to balance to do away with them. I sincerely hope that someone in the dev team is reading this thread.

To give my own viewpoint as a long-time SC fan, now sc2 beta junky, it seems like a median could be reached. Roaches do seem to be the pre-eminator of the three units in question. That being said, the OP did not, and the rest of us should not, point our finger at one of these units as the outlier.

I think the roach, marauder, and immortal need a heavy re-work. They should be either costly t2 units (much like the immortal) with slightly less effect than the present units have, or they should be narrowly more effective than their t1 counterparts in terms of damage. I believe the stalker is a pretty good example of what a t1.5 unit should be. It's a general use unit, it covers the weakness of the zealot (ranged, anti-air), but it does not eclipse the zealot unless air units are involved (roaches are an exception, but i'm trying to compare to the rest of the units out there). Conversely, the marauder covers a weakness of the marine (armor), but it completely eclipses the marine on the ground when air units aren't present. Similarly, roaches completely eclipse the zergling in almost every ground battle themselves.

I think it's still up for debate just what kind of niche these units should be filling, or just how they can be changed, but it's certainly not going to be a very interesting game if minimal bandaids are applied to the status quo. The relationship of these units dictates that a change to one is going to necessarily screw with the match-up between two others. Over-nerf the marauder and protoss will be nearly unstoppable in an immortal push. Over-nerf the roach and terran will steamroll zerg with the same marauder cheese they currently employ in TvP. Over-nerf the immortal and protoss will have an even slimmer chance at winning any games.

TLDR: Agree with the OP, but i think these units can be salvaged. They just need a lot of review from the dev team right now. Hopefully the next couple of patches have some serious re-working of the "unholy trinity."
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-05 05:23:58
April 05 2010 05:22 GMT
#200
On April 05 2010 14:08 Koltz wrote:
Show nested quote +
Yes and roaches can kill immortals if they micro and run away damaged roaches.

Whats your point? Still doesn't change the fact that I attack a your expo with 5 immortals, your 15 roaches won't be able to do much.. Just like how if I attack a with my 6 firebats and 4 medics your expo, and you only have zerglings, you cant do much,


Vague statement. You cannot compare the relationshp of firebat/ling to immortal/roach.

Firebat/ling depends heavily on the surrounding of lings. If a firebat pops out right away from a barracks and lings are ready with the surround, it is going to die.

If an immortal pops and there are roaches waiting, its not going to make as big of a difference, as they are both ranged units. If an immortal can kill 3 roaches alone, if it comes out of a robo with 3 roaches surrounding it, its still going to kill them

Furthermore, the emphasis on producing roaches/immortals in SC2 and producing firebats in BW are very different.

If you consider firebat a hard-counter of lings, then it is very different from the definition of hard-counter of sc2. The hard-counters of SC2 are great vs their respective counters. Immortals demolish tanks, mauraders. But they are great vs MANY other things as well. Firebats are great vs lings. Not too good vs much else.


Fine, the same applies to hellions versus lings, though I admit its not as potent until were talking 8 lings versus 2 hellions, on lower numbers, due to lings being balanced for more lings surrounding any given target, their a lot weaker.

On April 05 2010 14:11 L wrote:
Show nested quote +
On April 05 2010 14:03 OverShield wrote:
I actually agree with Mora here. These units just need to be toned down a bit. -1 armor and -15 hp for the Roach sounds about right. -50 hp is absurd.

Marauders should have to research Slow (I think its kind of silly that M&M can have both of their abilities before Zeal's or Stalker get either of theirs), and maybe make the damage 12+8 or 12+6.

Immortals could use a slightly longer build time and perhaps have their +armored damage scaled down a tad. I'm a little surprised about people calling Immortals "boring". First of all, they are fuckin badass. Second, they are an asset to a P army in most situations not just countering the aforementioned units.
From a design point of view, it would be much faster to over-nerf the three units then see how the matchups fare and then slowly bring them back into line than take baby-steps.

I'd typically reserve small changes for small issues, but it seems the complaints surrounding roaches have been here since the initial beta version and multiple nerfs later they're still ridiculous.


This is what I'd do.

Anyway, Maraunders and roaches have too much health anyway, even disregarding dynamic and looking towards thematic and playstyle concerns.
Too Busy to Troll!
Prev 1 8 9 10 11 12 28 Next All
Please log in or register to reply.
Live Events Refresh
Big Brain Bouts
16:00
#122
Reynor vs LamboLIVE!
RotterdaM1210
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1210
mouzHeroMarine 443
UpATreeSC 115
BRAT_OK 55
CosmosSc2 39
JuggernautJason14
MindelVK 10
ZombieGrub0
StarCraft: Brood War
Rain 1995
GuemChi 1903
BeSt 257
firebathero 188
HiyA 64
Sharp 53
Sexy 42
NaDa 13
ajuk12(nOOB) 10
Dota 2
qojqva3614
Counter-Strike
fl0m1422
Super Smash Bros
hungrybox221
Heroes of the Storm
Liquid`Hasu228
Other Games
tarik_tv3995
Grubby3028
Beastyqt697
B2W.Neo452
XaKoH 209
Livibee94
Trikslyr65
QueenE56
shahzam5
Organizations
Other Games
gamesdonequick2200
StarCraft 2
TaKeTV424
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 78
• Kozan
• Migwel
• AfreecaTV YouTube
• intothetv
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 15
• 80smullet 14
• Michael_bg 10
• blackmanpl 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• TFBlade1154
Other Games
• imaqtpie888
• Shiphtur378
Upcoming Events
Replay Cast
5h 12m
RSL Revival
14h 12m
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
15h 12m
Epic.LAN
18h 12m
IPSL
21h 12m
Dragon vs Hawk
RSL Revival
1d 14h
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
1d 15h
OSC
1d 18h
IPSL
1d 21h
Bonyth vs Ret
WardiTV Weekly
2 days
[ Show More ]
Monday Night Weeklies
2 days
PiGosaur Cup
4 days
The PondCast
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Proleague 2026-07-13
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
Escore Tournament S3: W3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
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.