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How to fix TvZ Mech - Page 20

Forum Index > SC2 General
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nyshak
Profile Joined May 2010
Germany132 Posts
June 03 2010 09:51 GMT
#381
On June 03 2010 09:44 Artosis wrote:
i was actually going to write a very similar article this morning. might still do it. you are pretty much spot on, though.

anyone who argues with his points doesn't understand what's going on!


That stab versus Blizz was uncalled for ;D
Your (he's) right ofc.
B-)
Thor Change
Profile Joined June 2010
2 Posts
June 03 2010 09:57 GMT
#382
Actually I really think, there is nothing wrong with tanks in TvZ. They basically serve the same purpose lilk they did in SC1. In large numbers tanks make it hard for the Zerg Player to just build Hydras and Roaches and force him to counter them with Mutas. In my opinon these counterunits are one of the main reasons why SC1 and SC2 make so much fun to play. You can always adapt and you can always force the enemy to adapt to your units and switch to another unit composition again.
In SC2 there is only one problem: Thors
And no, I don't think Thors are overpowerd. I just think they take away some of the fun and some of the potential the TvZ matchup has to offer.
In my opinion the way Thors work right now, completely takes away the speed and micro involved in the game. Because of the Splashdamage Thors are more than just a counter to Mutas. They make it basically impossible to use the Mutas for harassing purposes and therfore slow down the speed of the game, especially because they are so fast to get.
In SC1 Terran Players would tech to science vessels, which would take longer than it does getting Thors in SC2. These Vessels were really strong against Mutas in SC1, but they had to use energy for there irradiate. Thors once build, are the perfect counter to Mutas, and therefore leave almost no space for harassment what so ever.
In know this isn't SC1 and SC2 is a new game. Like I sad at the beginning I donnot even think mech is overpowerd, I just think changing the Thor a little bit would make this great game even better.
Here are some Ideas:

1. Give the Thor unit energy but just for its splash attack. Maybe giving it a charging animation just like the Battlecruiser in SC1 before it was shooting its Yamato Gun. This could be quite short, but this way a skilled SC Player could save some of his Mutas. The animation is optional.

2. Give the Thor unit a siege mode. Just like the tank but in its siege mode it can only attack air units, while in its normal mode just being able to attack ground units. The thor wouldn't be abel to move while beeing in siege mode. Therefore the terran player needs to build more thors to cover its base, if he doesn't want to build turrets or marines. But moving around would make it vulnurable.

2.b. Just like 2. but the siege mode lets the thor use his splash damage attack, while the unsieged mode would allow the thor to do normal damage to ground and air units.

Important in all variations is, that there is a way for Zerg Players to use there Mutas again. Not only would this add some more micro to the matchup but it would also make it a little bit more aggressive.

I wanted to open my own thread about this for a long time, but could not figger out how to do it.
I hope my post is understandable, as english is not my native language.

And again SC2 is a great game already!!!
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2010-06-03 10:33:26
June 03 2010 10:31 GMT
#383
Seriously... I have no idea why they buffed the Thor to do splash damage vs Air in the first place. It's not like Terrans were losing to mass mutas every game in the first place, when everyone was massing bio balls, which did perfectly fine vs mutas already.

I mean.. notice how they took out most of the other forms of anti-air splash... e.g corsair, valkyrie, because once you reached a critical mass of these units it simply wasn't worth making air anymore for the opponent. They even removed the phoenix overlord ability.. so why the hell did they add splash back in again on the Thor?
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2010-06-03 10:48:04
June 03 2010 10:43 GMT
#384
On June 03 2010 19:31 teamsolid wrote:
Seriously... I have no idea why they buffed the Thor to do splash damage vs Air in the first place. It's not like Terrans were losing to mass mutas every game in the first place, when everyone was massing bio balls, which did perfectly fine vs mutas already.


no. without thor splash Zerg would just mass muta evrygame ,harrass contain for ages with his 30 mutas and once the t moves out with his mass rines vs mass muta he instaloses cause 15 banelings rape his whole marines ball.


i still think people are jumping the gun way too fast here. 2weeks and its UNBEATABLE SUPER BROKEN! when other matchups where worse for months.

still see so many zvt wins with drops, broodlords,pure outmacro etc etc even on maps which are super horrible against mech(and there are quite some in this crapmappool).

imho people should wait abit and try to adapt before we have a huge balance whine post in general forums.

p.s. pls show me where those unbeatable terrans beat all the zergs and tourneys? cause somehow most the TvZs ive seen on vods/reps recently were lost by Ts... and it doesnt matter how "crushing" their 2 wins were when they lose the series 2-3...



life of lively to live to life of full life thx to shield battery
teamsolid
Profile Joined October 2007
Canada3668 Posts
June 03 2010 10:52 GMT
#385
On June 03 2010 19:43 BeMannerDuPenner wrote:
Show nested quote +
On June 03 2010 19:31 teamsolid wrote:
Seriously... I have no idea why they buffed the Thor to do splash damage vs Air in the first place. It's not like Terrans were losing to mass mutas every game in the first place, when everyone was massing bio balls, which did perfectly fine vs mutas already.


no. without thor splash Zerg would just mass muta evrygame ,harrass contain for ages with his 30 mutas and once the t moves out with his mass rines vs mass muta he instaloses cause 15 banelings rape his whole marines ball.


i still think people are jumping the gun way too fast here. 2weeks and its UNBEATABLE SUPER BROKEN! when other matchups where worse for months.

still see so many zvt wins with drops, broodlords,pure outmacro etc etc even on maps which are super horrible against mech(and there are quite some in this crapmappool).

Really now? That's news to me.. I don't remember ZvT being imbalanced before the Thor buff patch at all. Just look back on the reactions people had for the patch notes...

It was basically like this: T players "Oh, neat, another way to counter mutas now. Whatever, I'll continue massing my MMMs". And Z players were "Meh, I'll just keep doing my roach/hydra army like I always do".

And other matchups were not worse for months. Wtf are you talking about? Only P was slightly favored vs T at one point, which led to several P nerfs and T buffs. Who knows what it's like now.
cArn-
Profile Blog Joined May 2010
Korea (South)824 Posts
Last Edited: 2010-06-03 10:56:44
June 03 2010 10:55 GMT
#386
+ Show Spoiler +
On June 03 2010 18:57 Thor Change wrote:
Actually I really think, there is nothing wrong with tanks in TvZ. They basically serve the same purpose lilk they did in SC1. In large numbers tanks make it hard for the Zerg Player to just build Hydras and Roaches and force him to counter them with Mutas. In my opinon these counterunits are one of the main reasons why SC1 and SC2 make so much fun to play. You can always adapt and you can always force the enemy to adapt to your units and switch to another unit composition again.
In SC2 there is only one problem: Thors
And no, I don't think Thors are overpowerd. I just think they take away some of the fun and some of the potential the TvZ matchup has to offer.
In my opinion the way Thors work right now, completely takes away the speed and micro involved in the game. Because of the Splashdamage Thors are more than just a counter to Mutas. They make it basically impossible to use the Mutas for harassing purposes and therfore slow down the speed of the game, especially because they are so fast to get.
In SC1 Terran Players would tech to science vessels, which would take longer than it does getting Thors in SC2. These Vessels were really strong against Mutas in SC1, but they had to use energy for there irradiate. Thors once build, are the perfect counter to Mutas, and therefore leave almost no space for harassment what so ever.
In know this isn't SC1 and SC2 is a new game. Like I sad at the beginning I donnot even think mech is overpowerd, I just think changing the Thor a little bit would make this great game even better.
Here are some Ideas:

1. Give the Thor unit energy but just for its splash attack. Maybe giving it a charging animation just like the Battlecruiser in SC1 before it was shooting its Yamato Gun. This could be quite short, but this way a skilled SC Player could save some of his Mutas. The animation is optional.

2. Give the Thor unit a siege mode. Just like the tank but in its siege mode it can only attack air units, while in its normal mode just being able to attack ground units. The thor wouldn't be abel to move while beeing in siege mode. Therefore the terran player needs to build more thors to cover its base, if he doesn't want to build turrets or marines. But moving around would make it vulnurable.

2.b. Just like 2. but the siege mode lets the thor use his splash damage attack, while the unsieged mode would allow the thor to do normal damage to ground and air units.

Important in all variations is, that there is a way for Zerg Players to use there Mutas again. Not only would this add some more micro to the matchup but it would also make it a little bit more aggressive.

I wanted to open my own thread about this for a long time, but could not figger out how to do it.
I hope my post is understandable, as english is not my native language.

And again SC2 is a great game already!!!


Without Thors splash there is absolutely no way to beat a zerg as mech, mutas are already effective enough against mech tbh, it forces you to have thors all over the place and to have like 4 or 5 of them with your tanks so they don't get sniped. Note that spreading several groups of mutas soften the damage of thors a lot.
Also your ideas for fixing it is not really what is needed ; Thors (and whole mech play btw) is immobile enough, why make it even more immobile ?

Sure, a whole bunch of marines could maybe deal with mutalisks, but then you don't have the hellions to engage fights and protect tanks from ground.

I'm not saying mech is not too strong against Z, ofc it is, but this is really not the way to fix it. Nor is the IA change, which will make tanks worthless.
Twitter : http://twitter.com/CARNDARAK
DaZe
Profile Joined November 2003
Sweden2111 Posts
June 03 2010 11:03 GMT
#387
There was a time when ppl used to say 200/200 terran mech in sc1 was impossible to beat as well.
Geez this is a beta for crying out loud, i'd be more worried if the balance was perfect already.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2010-06-03 11:12:13
June 03 2010 11:04 GMT
#388
On June 03 2010 19:52 teamsolid wrote:
Show nested quote +
On June 03 2010 19:43 BeMannerDuPenner wrote:
On June 03 2010 19:31 teamsolid wrote:
Seriously... I have no idea why they buffed the Thor to do splash damage vs Air in the first place. It's not like Terrans were losing to mass mutas every game in the first place, when everyone was massing bio balls, which did perfectly fine vs mutas already.


no. without thor splash Zerg would just mass muta evrygame ,harrass contain for ages with his 30 mutas and once the t moves out with his mass rines vs mass muta he instaloses cause 15 banelings rape his whole marines ball.


i still think people are jumping the gun way too fast here. 2weeks and its UNBEATABLE SUPER BROKEN! when other matchups where worse for months.

still see so many zvt wins with drops, broodlords,pure outmacro etc etc even on maps which are super horrible against mech(and there are quite some in this crapmappool).

Really now? That's news to me.. I don't remember ZvT being imbalanced before the Thor buff patch at all. Just look back on the reactions people had for the patch notes...

It was basically like this: T players "Oh, neat, another way to counter mutas now. Whatever, I'll continue massing my MMMs". And Z players were "Meh, I'll just keep doing my roach/hydra army like I always do".

And other matchups were not worse for months. Wtf are you talking about? Only P was slightly favored vs T at one point, which led to several P nerfs and T buffs. Who knows what it's like now.


do you realise at what stage of the beta thors got the splash? its basicly ages of gameplay evolution back.

people know now how AMAZING banelings are vs bio. and if you dont see how terrible tvz would be with the marines as the only antimuta unit then really ive got nothing more to say.

and really, be happy when you force thors. they take up the gas for tanks, are lovely NP targets,are slooow and dont "hardcounter" anything but just are a very good allround unit.

the "omg thors! now i cant use mutas!" is just so wrong. matter of fact when playing T in ladder (500+ atm)the vast majority in TvZ losses and playing Z vast majority of ZvT wins come from heavy muta play to control the map and mass expo.but that requires smarter play then massing roach/hydra and 1a...
life of lively to live to life of full life thx to shield battery
Liquid`TLO
Profile Blog Joined March 2010
Germany767 Posts
June 03 2010 11:04 GMT
#389
I am breaking a leg for the few people saying that mech is infact not overpowered at all.
You can count me as T and Z. Because i play TvZ but, when faced with a Terran I started playing alot Zerg again now. And I feel like I only have problems against mech if I really screw up or when facing a very hard opponent.

I will accept any challenge by a Top Terran player saying mech is too strong. Lets do some games and I will try to change your mind.
Team Liquidalea iacta est
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
Last Edited: 2010-06-03 11:08:05
June 03 2010 11:04 GMT
#390
I don't think its likely to be changed as it would require effort on the programmers part of adding in tick based AI just for the tanks and blizzard are notoriously against programming anything but the bare minimum in complexity.

Dark Swarm or some AoE dmg reduction/negation spell is the only effective solution but the very core of late game zerg attack(dark swarm) was removed and given to both its enemies in Ravens Point Defence and Sentrys Guardian Shield.

Maybe Ultras taking dmg from an enemy should should produce a guardian sheild like aura cloud which only allows a set amount of dps to be able to effect covered units.

Also reduction of Point Defence or making it targettable to destroy or neural it.

Or give muta micro moving shots like pheonixs.
Vise
Profile Joined April 2010
Netherlands53 Posts
June 03 2010 11:05 GMT
#391
If u can't stand the mindgames, this game is not for you.
bubusls
Profile Joined March 2010
Romania61 Posts
June 03 2010 11:06 GMT
#392
I wonder what Sen thinks of this, he seems to beat terrans pretty easily with his fast extractor one base muta build. But then again he never lets the terran get out that 200/200 mech army. Or at least not in the games I've seen.
Could I use the term " lings " to refer to ducklings ?
nyshak
Profile Joined May 2010
Germany132 Posts
June 03 2010 11:21 GMT
#393
On June 03 2010 20:04 TheLittleOne wrote:
I am breaking a leg for the few people saying that mech is infact not overpowered at all.
You can count me as T and Z. Because i play TvZ but, when faced with a Terran I started playing alot Zerg again now. And I feel like I only have problems against mech if I really screw up or when facing a very hard opponent.

I will accept any challenge by a Top Terran player saying mech is too strong. Lets do some games and I will try to change your mind.


Would you mind to elaborate? How can a zerg player screw up, or, better: how not to screw up? How do you beat mech?
B-)
Attica
Profile Joined February 2010
United States277 Posts
June 03 2010 11:22 GMT
#394
I don't think it's the tanks that are making terran mech too strong I think it's Thors. 10 range splash dmg AA is too strong. Tanks wouldn't be such a problem if mutas could actually be used to kill them. The way it is now all terran needs is a couple Thors and any amount of mutalisk you made is wasted resources. Terran should have to invest more resources to counter a large amount of mutas. Thors are just way too cost efficient.

Terran never feel weak when I play them. There's never one point in a game where I think I have an edge and I can push it. Can't use lings because he walls. Can't attack mid game because he has siege tanks. Can't muta harass efficiently because he made 2 Thors. Can't win late game because 200/200 mech is unstoppable.
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
Last Edited: 2010-06-03 11:30:20
June 03 2010 11:28 GMT
#395
On June 03 2010 20:04 TheLittleOne wrote:
I am breaking a leg for the few people saying that mech is infact not overpowered at all.
You can count me as T and Z. Because i play TvZ but, when faced with a Terran I started playing alot Zerg again now. And I feel like I only have problems against mech if I really screw up or when facing a very hard opponent.

I will accept any challenge by a Top Terran player saying mech is too strong. Lets do some games and I will try to change your mind.


Question vs mech do you play long macro games or go for timing attacks? This thread was intended to be about the fact that vs mech you can't macro you have to break the terran earlier and for many of the macro players like Sheth or Idra this means they are forced to play out of their chosen playstyle. Forcing the zerg player into one strategy of trying to break a timing window is not an acceptable level of balance because it means the terran player knows its coming and are frequently able to abuse defensiveness. In the Steppes game qxc left half his tanks at home and Sheth still could not kill his tanks with that many vikings and ravens on the field it was nearly impossible for him to get any air especially with excellent sensor tower usage and the slow speed of broodlords.

As it stands right now TvZ with mech the zerg has to play 100% no mistakes while the terran is able to make many many man small to medium mistakes and still win in many instances. This does not sit right with me as balanced at all.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2010-06-03 11:34:17
June 03 2010 11:29 GMT
#396
On June 03 2010 20:22 Attica wrote:
I don't think it's the tanks that are making terran mech too strong I think it's Thors. 10 range splash dmg AA is too strong. Tanks wouldn't be such a problem if mutas could actually be used to kill them. The way it is now all terran needs is a couple Thors and any amount of mutalisk you made is wasted resources. Terran should have to invest more resources to counter a large amount of mutas. Thors are just way too cost efficient.

Terran never feel weak when I play them. There's never one point in a game where I think I have an edge and I can push it. Can't use lings because he walls. Can't attack mid game because he has siege tanks. Can't muta harass efficiently because he made 2 Thors. Can't win late game because 200/200 mech is unstoppable.


this is where most Z are wrong. you can muta harrasscontain just fine. and you can easily pick of 1-2 thors with a decent bunch of mutas.

he has to move out with 2-3 thors less to support his turrets against the mutas which makes it VERY hard to have a force which can beat the Z in the openfield esp since he can easily grab a 3rd till you can even think of moving out.


i agree that micro wise it is more demanding for the Z once it gets late. but thats the same for TvP or PvZ.


edit

On June 03 2010 20:28 iCCup.Raelcun wrote:
Show nested quote +
On June 03 2010 20:04 TheLittleOne wrote:
I am breaking a leg for the few people saying that mech is infact not overpowered at all.
You can count me as T and Z. Because i play TvZ but, when faced with a Terran I started playing alot Zerg again now. And I feel like I only have problems against mech if I really screw up or when facing a very hard opponent.

I will accept any challenge by a Top Terran player saying mech is too strong. Lets do some games and I will try to change your mind.

+ Show Spoiler +

Question vs mech do you play long macro games or go for timing attacks? This thread was intended to be about the fact that vs mech you can't macro you have to break the terran earlier and for many of the macro players like Sheth or Idra this means they are forced to play out of their chosen playstyle. Forcing the zerg player into one strategy of trying to break a timing window is not an acceptable level of balance because it means the terran player knows its coming and are frequently able to abuse defensiveness. In the Steppes game qxc left half his tanks at home and Sheth still could not kill his tanks with that many vikings and ravens on the field it was nearly impossible for him to get any air especially with excellent sensor tower usage and the slow speed of broodlords.

As it stands right now TvZ with mech the zerg has to play 100% no mistakes while the terran is able to make many many man small to medium mistakes and still win in many instances. This does not sit right with me as balanced at all.


spoilered to make the post less huge.
spoilered to prevent spoilers ->

+ Show Spoiler +
wouldnt you call altitude gameone idra vs tlo a macro victory?


imho as lacking as hive is compared to bw its still very imporant nowadays. just by forcing different unit combos you hurt heavymech alot.
life of lively to live to life of full life thx to shield battery
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
June 03 2010 11:35 GMT
#397
On June 03 2010 20:29 BeMannerDuPenner wrote:

edit

Show nested quote +
On June 03 2010 20:28 iCCup.Raelcun wrote:
On June 03 2010 20:04 TheLittleOne wrote:
I am breaking a leg for the few people saying that mech is infact not overpowered at all.
You can count me as T and Z. Because i play TvZ but, when faced with a Terran I started playing alot Zerg again now. And I feel like I only have problems against mech if I really screw up or when facing a very hard opponent.

I will accept any challenge by a Top Terran player saying mech is too strong. Lets do some games and I will try to change your mind.

+ Show Spoiler +

Question vs mech do you play long macro games or go for timing attacks? This thread was intended to be about the fact that vs mech you can't macro you have to break the terran earlier and for many of the macro players like Sheth or Idra this means they are forced to play out of their chosen playstyle. Forcing the zerg player into one strategy of trying to break a timing window is not an acceptable level of balance because it means the terran player knows its coming and are frequently able to abuse defensiveness. In the Steppes game qxc left half his tanks at home and Sheth still could not kill his tanks with that many vikings and ravens on the field it was nearly impossible for him to get any air especially with excellent sensor tower usage and the slow speed of broodlords.

As it stands right now TvZ with mech the zerg has to play 100% no mistakes while the terran is able to make many many man small to medium mistakes and still win in many instances. This does not sit right with me as balanced at all.


spoilered to make the post less huge.

wouldnt you call altitude gameone idra vs tlo a macro victory?


Where he won with mass corruptor vs vikings? The lack of ravens abusing PDD is the reason why he lost his viking force. PDD means if the zerg fights there they lose and since it's up to the zerg to break the terran at that point many times the terran can force fights or even just with a mass of ravens cast PDD every time they engage. With the slow firing rate of corruptors PDD performs amazingly well as well as HSM if they do not move in clsoe to the vikings allowing for more shots.

Theres a reason why you won't find top level zerg games where they went mass corruptor vs viking raven they already know it won't work because of PDD.
MorroW
Profile Joined August 2008
Sweden3522 Posts
June 03 2010 11:35 GMT
#398
i think the +10 hp boost on siege tanks was really uncalled for but in general i think ppl r overreacting to the power of mech. the odds in a game of tvz r pretty even now while 3 patches ago or so it was ridiculously much in favor of zerg. maps like stepps of war will always favor terran heavily because that map is designed so much for the terran race, it got nothing to do with game balance as long as they use maps like stepps of war or incinitration zone in the map pool
Progamerpls no copy pasterino
TBO
Profile Joined September 2009
Germany1350 Posts
Last Edited: 2010-06-03 11:36:46
June 03 2010 11:36 GMT
#399
On June 03 2010 20:28 iCCup.Raelcun wrote:
In the Steppes game


Using Steppes of War to show TvZ is imba is like using Neo Requiem or Battle Royale in Broodwar to show something is imba.

Morrow, I think they removed Incineration Zone from mappool already.
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
June 03 2010 11:40 GMT
#400
On June 03 2010 20:36 TBO wrote:
Show nested quote +
On June 03 2010 20:28 iCCup.Raelcun wrote:
In the Steppes game


Using Steppes of War to show TvZ is imba is like using Neo Requiem or Battle Royale in Broodwar to show something is imba.

Morrow, I think they removed Incineration Zone from mappool already.


So you're going to completely ignore the fact that sheth with his full army couldn't take qxc who left half his tanks in his base? This shouldnt be the case no matter the map, qxc had a better economy in the steppes game than he did in lost temple and defended repeated maxed armies while there were consistantly a full group++ of tanks sitting idle in his base with the armies of Sheth barely able to kill even a tank in most of the engagements trading an entire army for that one tank. Wow gj bro doesn't matter what map we're talking about qxc was in a position where no matter where sheth attacked he had it covered cuz he had a mobile airforce covered with sensor towers and tanks in prime positions locking down all the ground choke points. IF sheth went air he's raped by viking/raven abuse + sensor tower. If he goes ground tanks tear him apart doesn't matter what map this is qxc played the map but it was the same story on LT as well. Once it gets to that point what can he do? It was clear he didn't have an answer by both games seeing as he even asked after game 5.
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