• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:17
CEST 20:17
KST 03:17
  • 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
Code S Season 1 (2026) - RO4 & Finals Preview5[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !16Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Code S Season 1 (2026) - RO4 & Finals Preview Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results MaNa leaves Team Liquid
Tourneys
GSL Code S Season 1 (2026) $5,000 WardiTV Spring Championship 2026 Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament KSL Week 89
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune Mutation # 524 Death and Taxes
Brood War
General
25 Years Since Brood War Patch 1.08 Lights Ro.8 Review (asl s21) ASL21 General Discussion vespene.gg — BW replays in browser BW General Discussion
Tourneys
[ASL21] Semifinals B [BSL22] RO8 Bracket Stage + Another TieBreaker [ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne ZeroSpace Megathread War of Dots, 2026 minimalst RTS Nintendo Switch Thread
Dota 2
The Story of Wings Gaming
League of Legends
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread YouTube Thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Why RTS gamers make better f…
gosubay
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1872 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
Monday Night Weeklies
16:00
#52
TKL 2131
RotterdaM899
IndyStarCraft 183
SteadfastSC160
BRAT_OK 101
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 2131
RotterdaM 899
MaxPax 276
IndyStarCraft 183
SteadfastSC 160
BRAT_OK 101
UpATreeSC 90
elazer 77
ProTech69
MindelVK 25
EmSc Tv 3
StarCraft: Brood War
Sea 4475
Britney 1903
BeSt 282
Rush 104
Dewaltoss 96
scan(afreeca) 55
Aegong 26
Rock 20
GoRush 17
Dota 2
qojqva2214
monkeys_forever379
Counter-Strike
pashabiceps1933
Heroes of the Storm
Liquid`Hasu217
Other Games
Grubby6294
Liquid`RaSZi1851
Hui .183
KnowMe162
C9.Mang0161
Trikslyr60
Organizations
Counter-Strike
PGL1652
StarCraft: Brood War
lovetv 6
StarCraft 2
EmSc Tv 3
EmSc2Tv 3
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 19 non-featured ]
StarCraft 2
• StrangeGG 58
• kabyraGe 50
• Reevou 3
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• HerbMon 33
• Michael_bg 8
• FirePhoenix7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV570
Other Games
• imaqtpie1414
• Shiphtur280
Upcoming Events
Replay Cast
5h 43m
The PondCast
15h 43m
Kung Fu Cup
16h 43m
WardiTV Qualifier
19h 43m
GSL
1d 15h
Cure vs sOs
SHIN vs ByuN
Replay Cast
2 days
GSL
2 days
Classic vs Solar
GuMiho vs Zoun
WardiTV Spring Champion…
2 days
Replay Cast
3 days
Sparkling Tuna Cup
3 days
[ Show More ]
WardiTV Spring Champion…
3 days
Replay Cast
4 days
RSL Revival
4 days
Classic vs SHIN
Rogue vs Bunny
BSL
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
Flash vs Soma
RSL Revival
5 days
BSL
6 days
Patches Events
6 days
Universe Titan Cup
6 days
Rogue vs Percival
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

Escore Tournament S2: W7
2026 GSL S1
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
SCTL 2026 Spring
RSL Revival: Season 5
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
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.