• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:57
CEST 14:57
KST 21:57
  • 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
Power Rank - Esports World Cup 202534RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams4Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4
StarCraft 2
General
Power Rank - Esports World Cup 2025 RSL Revival patreon money discussion thread RSL Season 1 - Final Week The GOAT ranking of GOAT rankings Esports World Cup 2025 - Final Player Roster
Tourneys
Esports World Cup 2025 Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava
Brood War
General
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams BW General Discussion ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ Flash Announces (and Retracts) Hiatus From ASL
Tourneys
[Megathread] Daily Proleagues [CSLPRO] It's CSLAN Season! - Last Chance [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 876 users

Balance Suggestions - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-08-12 04:18:55
August 12 2010 04:13 GMT
#61
I think the fact that mutalisks are the only air unit that gets in range of turrets is a much bigger issue. Turrets, spore crawlers, and cannons should have 8 range vs air by default. I never understood this from day 1 of beta.
As it turns out, marines don't actually cost any money -Jinro
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
August 12 2010 04:39 GMT
#62
On August 12 2010 12:57 MythicalMage wrote:
Show nested quote +
On August 12 2010 12:52 Peterblue wrote:
Does anyone else think that currently turrets are too strong vs. Mutalisks, which could be causing the strength in Mech builds(allowing them to push out much earlier because 2-3 turrets/expo can handle all Mutas)?

The only unit that turrets can hit, really, is mutalisks. They offer some drop protection, but you can brute force drop your way in with enough overlords. And they still die to BL's. So, I think they're fine.

That's what I meant, though. I feel that they may be too strong against Mutas, but that that is the only thing they are useful for. They feel designed specifically to shut down Mutas with the 12+(12 Light), which means that for like 400 minerals you can shut down a harass of like 600/600.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
August 12 2010 04:41 GMT
#63
i think every single one of these have been suggested already, or sg really similar. Did you make a selection?
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-08-12 04:45:06
August 12 2010 04:44 GMT
#64
On August 12 2010 13:39 Peterblue wrote:
Show nested quote +
On August 12 2010 12:57 MythicalMage wrote:
On August 12 2010 12:52 Peterblue wrote:
Does anyone else think that currently turrets are too strong vs. Mutalisks, which could be causing the strength in Mech builds(allowing them to push out much earlier because 2-3 turrets/expo can handle all Mutas)?

The only unit that turrets can hit, really, is mutalisks. They offer some drop protection, but you can brute force drop your way in with enough overlords. And they still die to BL's. So, I think they're fine.

That's what I meant, though. I feel that they may be too strong against Mutas, but that that is the only thing they are useful for. They feel designed specifically to shut down Mutas with the 12+(12 Light), which means that for like 400 minerals you can shut down a harass of like 600/600.


6 Mutas can kill a turret pretty easily. Zerg players have an irrational fear of anything that shoots their mutas. I will win games against good zerg players because packs of 10-15 mutas will run away from my army with one Thor in it and no other AA. For how much Zerg players complain, they still have a LOT of learning to do.

Once you get enough mutas, it takes a lot of turrets to cover your base(s).
vileEchoic -- clanvile.com
jax1492
Profile Joined November 2009
United States1632 Posts
August 12 2010 04:45 GMT
#65
On August 12 2010 07:18 ig0tfish wrote:
ITT: Nerf Terran to oblivion and buff zerg and protoss.


i agree
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
August 12 2010 05:18 GMT
#66
On August 12 2010 13:44 iEchoic wrote:
Show nested quote +
On August 12 2010 13:39 Peterblue wrote:
On August 12 2010 12:57 MythicalMage wrote:
On August 12 2010 12:52 Peterblue wrote:
Does anyone else think that currently turrets are too strong vs. Mutalisks, which could be causing the strength in Mech builds(allowing them to push out much earlier because 2-3 turrets/expo can handle all Mutas)?

The only unit that turrets can hit, really, is mutalisks. They offer some drop protection, but you can brute force drop your way in with enough overlords. And they still die to BL's. So, I think they're fine.

That's what I meant, though. I feel that they may be too strong against Mutas, but that that is the only thing they are useful for. They feel designed specifically to shut down Mutas with the 12+(12 Light), which means that for like 400 minerals you can shut down a harass of like 600/600.


6 Mutas can kill a turret pretty easily. Zerg players have an irrational fear of anything that shoots their mutas. I will win games against good zerg players because packs of 10-15 mutas will run away from my army with one Thor in it and no other AA. For how much Zerg players complain, they still have a LOT of learning to do.

Once you get enough mutas, it takes a lot of turrets to cover your base(s).


6 Mutas kill a turret pretty easily, but will come out with pretty heavy losses against 2 turrets. Keep in mind that's 600/600 investment nullified by 200 minerals worth of defence. They should make turrets worse against mutas and slightly better against everything else.
We spend our youth attaining wealth, and our wealth attaining youth.
Vokasak
Profile Joined July 2010
United States388 Posts
August 12 2010 05:19 GMT
#67
At a certain point, you're going to have to stop trying to "improve" the game and start actually playing it the way it is. >:[
Practical wisdom is the combination of moral will and moral skill
epik640x
Profile Joined May 2010
United States1134 Posts
August 12 2010 05:22 GMT
#68
lol terran players are so cheap
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
August 12 2010 05:30 GMT
#69
Some of these are bad suggestions, the rest are horrid.
The only thing I agree with is giving mules a cooldown and marauder concussive cooldown, but thats just because I thought that before I even read this thread.
Absence of evidence is not evidence of absence.
EnderCN
Profile Joined May 2010
United States499 Posts
August 12 2010 05:58 GMT
#70
On August 12 2010 12:52 Peterblue wrote:
Does anyone else think that currently turrets are too strong vs. Mutalisks, which could be causing the strength in Mech builds(allowing them to push out much earlier because 2-3 turrets/expo can handle all Mutas)?


Having watched a good bit of korean zerg replays I think turrets need a buff if anything. US players are just terrible at using Mutalisks.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
August 12 2010 06:13 GMT
#71
On August 12 2010 14:18 AssuredVacancy wrote:
Show nested quote +
On August 12 2010 13:44 iEchoic wrote:
On August 12 2010 13:39 Peterblue wrote:
On August 12 2010 12:57 MythicalMage wrote:
On August 12 2010 12:52 Peterblue wrote:
Does anyone else think that currently turrets are too strong vs. Mutalisks, which could be causing the strength in Mech builds(allowing them to push out much earlier because 2-3 turrets/expo can handle all Mutas)?

The only unit that turrets can hit, really, is mutalisks. They offer some drop protection, but you can brute force drop your way in with enough overlords. And they still die to BL's. So, I think they're fine.

That's what I meant, though. I feel that they may be too strong against Mutas, but that that is the only thing they are useful for. They feel designed specifically to shut down Mutas with the 12+(12 Light), which means that for like 400 minerals you can shut down a harass of like 600/600.


6 Mutas can kill a turret pretty easily. Zerg players have an irrational fear of anything that shoots their mutas. I will win games against good zerg players because packs of 10-15 mutas will run away from my army with one Thor in it and no other AA. For how much Zerg players complain, they still have a LOT of learning to do.

Once you get enough mutas, it takes a lot of turrets to cover your base(s).


6 Mutas kill a turret pretty easily, but will come out with pretty heavy losses against 2 turrets. Keep in mind that's 600/600 investment nullified by 200 minerals worth of defence. They should make turrets worse against mutas and slightly better against everything else.


You need to cover your entire base for turrets to work. You can't just place two turrets and expect mutas to run into it. To cover your entire base with a set of two turrets, you'd need about 5 sets of 200 turrets for 1000 minerals.
vileEchoic -- clanvile.com
kidcrash
Profile Joined September 2009
United States620 Posts
Last Edited: 2010-08-12 06:32:55
August 12 2010 06:31 GMT
#72
I could of sworn someone posted the DPS for a missile turret recently and the results were absolutely ridiculous. Mutalisk harass against terran is an absolute joke and you are lying to yourself if you believe otherwise. Missile turrets need a 20% reduction in attack speed or possibly a 35% reduction with a 25 mineral decrease.

Then, I'm also thinking viking needs a range reduction of -2 with an upgrade giving them +2 range somewhere for 150/150 to force terran to commit to anti air.

As far as thors go, the unit itself is fine, however the zerg counter for it, neural parasite, got nerfed into oblivion. Increase neural parasite duration to around 20- 24 seconds along with my 2 other balance suggestions and I strongly believe zvt would become balanced. The reason being is there really aren't very many timing windows where zerg can choose to be the aggressor and dictate the pace of the game. My suggestions would create a strong timing window where mutas will force terran to play defensively or pay the price for skimping on air defense.

lol.Donkament
Profile Joined June 2010
Malta50 Posts
August 12 2010 21:30 GMT
#73
I play random diamond

Terran :

Scan - can t see the hide units

Mule - OP sugestion

in the command center ( dont know in english ) the "add supply" from 50E to 25E

Medivac - can heal one unit per one unit

Marrauder - (i love OP sugestion)

Steam pack - is T3 ability (or remove it, its problem when your opponent have 50% more army than you and you win because steam pack +medivac with absolute easy micro) , and need build some specific building.

New upgrade in Ghost academy > ressearch EMP 200/200
EMP can't see hide units
(well, zerg and protoss have 2 detection why terran have 4? so remove absurde detection by scan and emp, more viable for zerg to upgrade underground.)

Tank - nerf attak speed, very little


Protoss :

Sentry - force field need research upgrade 50/50 in the core

Charge speed - from 200/200 to 100/100

Archon - ( OP sugestion )

mothership - Teleportation units from 100E to 50

Zerg :

Corruptor - add +1 attak Vs light air

Overlord - add 10% move speed

changeling - can be move by opponent

Ultralisk - add +1 range

Zergling - add +2 attak versus armored

Queen - can move faster on non creep

Baneling need buff Vs bio but dont know how modify the ZvZ match up






silencesc
Profile Joined July 2010
United States464 Posts
August 12 2010 21:42 GMT
#74
Really, the only thing I think needs to change is EMP, it's impossible to micro against and destroys the entire protoss army. Like everything. Maybe only take out half shields? Right now it takes out shields, energy and cloak...if you have ghosts, you beat protoss. It's as easy as that. Thoughts?

I know terran players will say spread out your forces, but the ghost is an INCREDIBLY good unit. it can emp the collosus and snipe the HT even if they are on opposite sides of the line, essentially nullifying any protoss army whatsoever...
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
phyre112
Profile Joined August 2009
United States3090 Posts
August 12 2010 22:00 GMT
#75
Very few of these suggestions are actually usable - but I'm sure after four pages of thread, you realize that.

That said, there are a few things I would like to see from your post. Marauders having a cooldown on conc shells is a big one. EMP obviously should have a cast time (even though you didn't name that one). I'd like to see vikings with 7 range, then an upgrade (possibly 150/150, 110 seconds?) that gives an additional 2 range. Finally, I like the bunker change. Using a bunker or four to protect an FE and then removing them later on in the game for NO LOSS is a bit too much. Just a 25 mineral loss per bunker seems reasonable.

Hydras are the only Zerg unit immedeiately coming to mind as needing a boost to off creep speed. Perhaps as an upgrade, like it was in brood war? I like the idea of corruption being AoE - sort of a reverse dark swarm. This is enough to bust a defensive position, you don't need a dark swarm-type spell in addition. This also gives the busting its own unique flavor, rather than reapeating SC1 zerg. Finally, I'd like to see 1.5 food roaches that spawn in two's as a hive tech upgrade. Spawning in twos makes the production capacity of roaches in the early game something that no other race could keep pace with. Late game however, 2 food roaches just take up too much army space, so this could keep them effective.

Toss I don't see too much to change. If EMP had a cast time, possibly lower the range on feedback. If Corrupt was a LARGE area, possibly stronger cannons. As it is, toss has multiple viable strategies, while nothing being overly strong, providing that the opponent is prepared for it (having anti air for void rays?)
Spidinko
Profile Joined May 2010
Slovakia1174 Posts
August 12 2010 22:09 GMT
#76
I really like the cool down for mules actually. Maybe not 30 seconds but up to 10 seconds would be great.
SpicyCrab
Profile Blog Joined March 2010
402 Posts
August 12 2010 22:10 GMT
#77
Only change I can get behind is thor nerf.

Why are they good against every zerg ground unit and then rip air up as well?
I'm such a baller in my dreams. - HiFriend
GodIsNotHere
Profile Joined April 2010
Canada395 Posts
August 12 2010 22:11 GMT
#78
On August 12 2010 07:18 ig0tfish wrote:
ITT: Nerf Terran to oblivion and buff zerg and protoss.

Pretty much, looks like he basically shortened that other guys post.
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.
KenShi
Profile Joined August 2010
Korea (South)28 Posts
Last Edited: 2010-08-13 16:27:47
August 13 2010 16:11 GMT
#79
On August 13 2010 07:11 GodIsNotHere wrote:
Show nested quote +
On August 12 2010 07:18 ig0tfish wrote:
ITT: Nerf Terran to oblivion and buff zerg and protoss.

Pretty much, looks like he basically shortened that other guys post.

Uh not really. If you read the post at all you would have noticed that~ I've been gone for the last 2 days so i couldnt read all of your posts, but if you give me an actual arguement against my changes i can actually explain my reasoning instead of just stupid posts like this.
dbizzle
Profile Joined May 2010
United States395 Posts
August 13 2010 16:24 GMT
#80
what do you guys think of moving the emp to raven, and maybe toning down some bonus damage on the Terran
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Esports World Cup
10:00
2025 - Day 2
Clem vs SolarLIVE!
Reynor vs Maru
herO vs Cure
Serral vs Classic
EWC_Arena7763
ComeBackTV 2424
TaKeTV 534
Hui .470
3DClanTV 389
Rex211
CranKy Ducklings170
EnkiAlexander 169
mcanning126
Reynor108
UpATreeSC75
BRAT_OK 10
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
EWC_Arena7763
Hui .470
Rex 211
mcanning 126
Reynor 108
UpATreeSC 75
BRAT_OK 10
StarCraft: Brood War
Nal_rA 4741
Bisu 2264
Barracks 2028
Flash 1164
Jaedong 1130
EffOrt 870
BeSt 666
Stork 561
Mini 468
ggaemo 364
[ Show more ]
ToSsGirL 271
Soma 257
Last 231
Snow 214
Soulkey 180
ZerO 152
Hyun 131
Dewaltoss 127
Rush 88
TY 67
soO 58
zelot 53
Sacsri 40
JulyZerg 39
Sea.KH 35
sorry 30
scan(afreeca) 23
Icarus 18
Movie 13
Terrorterran 11
Bale 10
ivOry 10
Britney 0
Dota 2
Gorgc932
XcaliburYe375
420jenkins194
Counter-Strike
x6flipin730
sgares400
oskar256
allub136
edward51
Super Smash Bros
Westballz21
Other Games
singsing1913
B2W.Neo884
hiko539
crisheroes357
SortOf171
Fuzer 150
ArmadaUGS57
ZerO(Twitch)11
QueenE1
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH336
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV564
League of Legends
• Nemesis1857
Upcoming Events
Esports World Cup
21h 3m
TBD vs Zoun
TBD vs SHIN
TBD vs ShoWTimE
TBD vs Rogue
Esports World Cup
1d 22h
CranKy Ducklings
2 days
BSL20 Non-Korean Champi…
3 days
CSO Cup
3 days
BSL20 Non-Korean Champi…
3 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
3 days
BSL20 Non-Korean Champi…
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
5 days
[ Show More ]
Online Event
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Esports World Cup 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall 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 © 2025 TLnet. All Rights Reserved.