• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:36
CEST 12:36
KST 19:36
  • 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
[ASL21] Ro8 Preview Pt1: Inheritors12[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists19[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10
Community News
2026 GSL Season 1 Qualifiers20Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid Maestros of the Game 2 announced 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament INu's Battles#14 <BO.9 2Matches> GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
[ASL21] Ro8 Preview Pt1: Inheritors FlaSh: This Will Be My Final ASL【ASL S21 Ro.16】 Leta's ASL S21 Ro.16 review BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion
Tourneys
[ASL21] Ro8 Day 1 [Megathread] Daily Proleagues [ASL21] Ro16 Group D Escore Tournament StarCraft Season 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Diablo IV Nintendo Switch Thread Dawn of War IV Total Annihilation Server - TAForever
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 3D technology/software discussion European Politico-economics QA Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2068 users

Situation report 1 posted! - Page 13

Forum Index > SC2 General
Post a Reply
Prev 1 11 12 13 14 15 101 Next
klauz619
Profile Joined July 2010
453 Posts
August 27 2010 17:59 GMT
#241
On August 28 2010 02:57 Woyn wrote:
"One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable."

Anyone else dislike this?


Don't really get that part.

Do freshly killed units give sight range for a short while or something?
Opinion
Profile Joined May 2010
United States236 Posts
August 27 2010 17:59 GMT
#242
This isn't the patch notes. it is only a highlight of the upcoming patch.

I would be shocked if this is all they changed.

I expect more changes will be announced as the patch gets closer.

In the mean time we should all focus on the word NERF and act like the world is collapsing in around us, it is the only rational thing to do.
billyX333
Profile Blog Joined January 2008
United States1360 Posts
August 27 2010 17:59 GMT
#243
On August 28 2010 02:57 kNyTTyM wrote:
Show nested quote +
On August 28 2010 02:50 SichuanPanda wrote:
Just a little math on the Zealot change versus Zerg for everyone.

Timings:
Pylon - 25, Gateway - 65, Zealot - 38 (19 Chrono), Pool - 65, Zergling(s) - 24

Assumptions:
- Zerg is going 6/7 pool
- Protoss scouts / guesses this is coming 8 pylon
- Protoss Chronos the Zealot

Discussion

Quite simply it takes 89 seconds from the start of the Pool for the Zerg to have Zerglings built and heading to the Ps base. Assuming an 8 rather than a 9 pylon, the Protoss will take 109 seconds after the start of the first Pylon to get one Zealot out.

With a 6/7 pool it essentially goes down at the same time as the Pylon - if not earlier, the pool will also be fully complete by the time the gate finishes.

The math does not lie there will be a full TWENTY SECOND window possible in Z v P where it is literally impossible for the Protoss to have a Zealot - (and that is only assuming the P goes the fastest possible Zealot build). I fear for this match-up on short-rush distance maps.


So uhh zealot takes 19seconds instead of 16.5. How did you delay 6 pool before? Do the same thing except for 2.5 in game seconds longer which is about 1.8 real time seconds (used 1:1.4 conversion)


this was exactly what I was going to say
suddently 5 in game seconds breaks the game and makes 6pool unbeatable
lings are going to get there
they just arent going to do any worthwhile damage
Housemd
Profile Joined March 2010
United States1407 Posts
August 27 2010 17:59 GMT
#244
On August 28 2010 02:50 R0YAL wrote:
Yay i like these changes but there are more things id like to see such as
1) tech lab time increased to equal reactor
2) BC build time increased to 110
3) Bunker build time increased by 10 seconds OR salvage returns 75% resources from 100%

These arnt hate-on Terran nerfs for I am but a mere unbiased random player, I just think it would be better balanced



the only problem with #1 is that increasing the time will mean that reaper harass will be absolutely pointless then and reapers will be useless since they arent able to get out on the field early enough. i havent played the game for a while (studies) and understand that reapers are op. However the nerf you stated will just completely destroy the usage of the reaper.

hmm...#3 well increasing the build time wont matter too much since it will be the same in the end (make a bunker, defend, and salvage for absolutely nothing.) 75% is fine imo maybe 80%.
Fantasy is a beast
haterade
Profile Joined May 2010
7 Posts
August 27 2010 17:59 GMT
#245
I feel like protoss is getting balanced around their macro mechanic, whereas terran and zerg aren't.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
August 27 2010 17:59 GMT
#246
On August 28 2010 02:52 shindigs wrote:
Show nested quote +
On August 28 2010 02:50 R0YAL wrote:
Yay i like these changes but there are more things id like to see such as
1) tech lab time increased to equal reactor
2) BC build time increased to 110
3) Bunker build time increased by 10 seconds OR salvage returns 75% resources from 100%

These arnt hate-on Terran nerfs for I am but a mere unbiased random player, I just think it would be better balanced


Tech lab time increase would screw up a lot of build order timings for terran. I don't think its necessary.

So on one hand we have short-term build order frustration and on the other hand we have actual balance... I would pick balance
Not saying that the tech lab build time will no doubtely help balance, but I think it would help alot, even moreso than the reaper build time being increased. If they just increased the build time on the reactor instead then I think it would help balance reapers and marauders as well as the amazing transitioning ability that the terran has.
Absence of evidence is not evidence of absence.
dantroid225
Profile Joined April 2010
United States56 Posts
August 27 2010 17:59 GMT
#247
These changes are a god send for zerg! It sounds like the tank debuff is going to be just enough to give lings and hydras that extra stamina vs mech/bio w tank.

If blizzard just fixed the infestor (np plz?) I would be more than content till the expansion...
ganil
Profile Joined August 2009
253 Posts
Last Edited: 2010-08-27 18:00:12
August 27 2010 17:59 GMT
#248
With that huge tank nerf, how are the terran supposed to counter muta + ling/bling ?

I mean... banelings don't have any counter anymore.
FragKrag
Profile Blog Joined September 2007
United States11563 Posts
August 27 2010 17:59 GMT
#249
I don't think that a zealot nerf was the best way to go about with nerfing the 4 warp gate all in. If anything, delaying warp gate tech even more would have been more helpful...

With the zealot nerf, no matter what you do, the other protoss still gets 4 zealots into your base before the nerf even comes into play, AND the unit that defends against 4 warp gate is the zealot in the first place....
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
August 27 2010 17:59 GMT
#250
Guess mods should switch the letters in all the "zvt" threads

I think it's cautious as well, not in the "making it more balanced" department, but blizzards hesitation to really revamp alot of things, as compared to the beta. Balancewise, it changes alot. They have to reformat maps to make 7pool a little less timing efficient to protoss. But it doesnt change much after warpgates pop. You already throw down about 20 warpgates anywho

ZvT has ALOT more breathing room. It will definitely be alot less tank oriented, but they still make the terran ball alot less approachable to all but a full on confrontation. 5rax reaper will still be very strong for terran, but alot less threatening for zerg to sack everything to get them out. BCs were strong, but I never played a zvt where it mattered. Making that +1 so important for zerg is step in the direction of awesome. Encourages players to develop timing and thinking. Love it. i can name 3 games offhand where I would have heldoff a push with these changes that I simply couldnt hold off when comparing the terrans skill to mine. They could buff the +armor dmg and make roaches 1.5 (ROACHLING PLEASE) and Id call it a fair trade. Im just happy my lings can add so much more, until good terrans screw me with +1 weapons X_X Banelings too! gasp the potential.
Together but separate, like oatmeal
Tergeron
Profile Joined February 2010
United States66 Posts
August 27 2010 18:00 GMT
#251
My estimate for the last portions of the patch notes are.

"Dark Shrine build time has been increased to 180 seconds"
"Dark Shrine cost increased to 250 Minerals 250 Gas"
"Dark Templars increased to 3 supply"
"Dark Templars can no longer become Archons"

"Warp Prism cost changed to 150 Minerals 75 Gas"
"Warp Prism build time increased to 60 seconds"

DT's are too hard to defend against if you don't scout it fast enough.
“Before you embark on a journey of revenge, dig two graves.” -Confucius
Asdkmoga
Profile Joined May 2010
United States496 Posts
August 27 2010 18:00 GMT
#252
On August 28 2010 02:44 Parodoxx wrote:
Umm wait zerg QQs about mech for about a month then 1 tourney with reapers being used a lot and that gets the attention....

zerg QQ's about mech for about a month, then a player shows everyone the magic box, and system that has been in the game since release, and its fixed. people just needed to experiment, and i think they knew that. Reapers, where just strong no matter what since its early game, and isnt to complex.
"Once is happenstance, twice is coincidence, three times is enemy action and over 600 is clearly the work of an ancient Sumerian demon or some shit."
Karkadinn
Profile Joined August 2010
United States132 Posts
August 27 2010 18:00 GMT
#253
Thank Gawd, a tank nerf. <3 Sorry Terrans, but we all know it had to happen. Least controversial change evar.

The ultralisk nerf is a good thing in the long run. The problems with the ultralisk were never about bad damage. Even nerfed, the damage is fine. But with such massive damage, it's hard to justify buffing its weak points. Now that it's hopefully just the right amount of 'powerful' 'for the cost,' maybe later patches will be able to work on the 'mustering' things like pathing, attack range, and those long research time mandatory upgrades. If it can be made a practical unit to use with good army synergy, but has to suck up some raw stat reductions in return, that would be a great trade.
bobsc2
Profile Joined August 2010
8 Posts
Last Edited: 2010-08-27 18:01:58
August 27 2010 18:00 GMT
#254
On August 28 2010 02:56 trevf wrote:
Show nested quote +
On August 28 2010 02:50 bobsc2 wrote:
On August 28 2010 02:42 rastaban wrote:
Wow, the change to tanks really makes banelings so much better against the Tank, Marine combo.


Rastaban, are you serious?

Side note: Can someone explain to me how the Tank vs Zerg dynamic has changed... I mean I'm looking at what a tank basically did before compared to after the nerf. Obliterating that front line of zerg. Well the front line is mainly Sppedlings and roaches. So the facts are :

Lings have 35 HP:
Roaches have 125: Armored

Tank dmg output before: 50
Tank dmg outpute after: 35, +15 to armor

So aren't they still going to basically one shot the lings and then do the same damage to the roaches. Maybe the reduction in normal damage will allow a couple lings to get through, but I'm seeing a stim MMM ball mowing down the leftovers extremely quick and the tanks 2nd shot still hitting the roaches. If not the second maybe their 2.5 or 3rd shot.

Can someone explain...

Oh and Protoss the lings are starting to look like the new reapers to your probes... good luck

Thanks


+1 carapace.


I'm hoping you can elaborate. I can see how the +1 carapace will keep the lings alive. But won't they be left with 1 hp in which the MMM ball will still mow them down basically before the tanks next shot gets off? ALso the Banelings health is at 30 how will this make them that much more effective?
Brad
Profile Joined April 2010
2754 Posts
August 27 2010 18:00 GMT
#255
On August 28 2010 02:57 Woyn wrote:
"One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable."

Anyone else dislike this?


Realistically, it makes sense. It doesn't make sense to have vision with the unit being dead.
Lee Jae Dong proved that a focus on mechanics and execution could solve problems in the StarCraft game strategy.
Bommes
Profile Joined June 2010
Germany1226 Posts
August 27 2010 18:00 GMT
#256
the tank nerf is really well thought out from my point of view, lings without armorupgrade are still oneshotted (which is just fine, lings do well against tanks only, and you got a small timing window once your armor finishes where the terran has no attackupgrade), they still oneshow banelings which is just mandatory for TvZ, but they will need 3 shots for hydras, which makes hydras just as good frontline units as roaches against tanks, and they will be much worse against zealots, which increases the need of hellions in late TvP.

can't say anything about the zealot change, but the ultralisk change is needed from my point of view. they are just crazy, and once you got some economy (if your opponent is not in your face 100% of the time that shouldn't be a problem as zerg) ultralisks are so easy massable... and with their splash they just rape everything.

im surprised there is no change on the banshees though... I was very sure that they will slightly change reapers, ultralisks and tanks in the balance patch, but I was also quite sure they would change some timings on the banshee, change the cloak energy cost, banshee range or whatever. I think the banshee is too gamebreaking if not being scouted, while the effort the terran has to put in is reasonable, but not as huge as the impact of the banshees, even if they are scouted they are sooo good.
RyuChus
Profile Blog Joined August 2010
Canada442 Posts
August 27 2010 18:01 GMT
#257
I love how everyone on the Battle.net comments are still whining for Marauder nerfs, honestly Siege tanks are more of a problem then marauders, get some chargelots people, or maybe air units? Or maybe, dare I say it Immortals?
I have an announcement to make, "Moo!" That is all.
billyX333
Profile Blog Joined January 2008
United States1360 Posts
Last Edited: 2010-08-27 18:01:33
August 27 2010 18:01 GMT
#258
On August 28 2010 02:57 StoLiVe wrote:
Show nested quote +
On August 28 2010 02:52 billyX333 wrote:
On August 28 2010 02:50 SichuanPanda wrote:
Just a little math on the Zealot change versus Zerg for everyone.

Timings:
Pylon - 25, Gateway - 65, Zealot - 38 (19 Chrono), Pool - 65, Zergling(s) - 24

Assumptions:
- Zerg is going 6/7 pool
- Protoss scouts / guesses this is coming 8 pylon
- Protoss Chronos the Zealot

Discussion

Quite simply it takes 89 seconds from the start of the Pool for the Zerg to have Zerglings built and heading to the Ps base. Assuming an 8 rather than a 9 pylon, the Protoss will take 109 seconds after the start of the first Pylon to get one Zealot out.

With a 6/7 pool it essentially goes down at the same time as the Pylon - if not earlier, the pool will also be fully complete by the time the gate finishes.

The math does not lie there will be a full TWENTY SECOND window possible in Z v P where it is literally impossible for the Protoss to have a Zealot - (and that is only assuming the P goes the fastest possible Zealot build). I fear for this match-up on short-rush distance maps.


how long does it take to build an additional pylon to fully block your ramp out?
you should already building a gate+pylon at your ramp with just enough space for 1 zealot to block


if you count the pylon you should count the overlord too


what?
im not sure what you're talking about ;(
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
Last Edited: 2010-08-27 18:02:19
August 27 2010 18:01 GMT
#259
Well, Time to start practicing Zerg :p
Finally some variations in TvT hopefully.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Brad
Profile Joined April 2010
2754 Posts
August 27 2010 18:02 GMT
#260
I'm sure there will be more actual changes in the patch, these are just the ones Blizzard felt the need to highlight.
Lee Jae Dong proved that a focus on mechanics and execution could solve problems in the StarCraft game strategy.
Prev 1 11 12 13 14 15 101 Next
Please log in or register to reply.
Live Events Refresh
Afreeca Starleague
10:00
Ro8 Match 1
Soma vs hero
Afreeca ASL 13217
StarCastTV_EN355
Liquipedia
Replay Cast
09:00
WardiTV Mondays #79
CranKy Ducklings110
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 161
Ryung 9
StarCraft: Brood War
Calm 16445
Jaedong 6201
Sea 2682
BeSt 953
Hyuk 744
EffOrt 734
ZerO 367
Pusan 350
actioN 304
Larva 255
[ Show more ]
Stork 189
Hyun 172
PianO 114
ToSsGirL 95
Aegong 63
Rush 63
Killer 55
Free 29
Nal_rA 26
HiyA 21
soO 16
Sacsri 16
Shine 16
yabsab 14
Bale 13
Barracks 11
SilentControl 10
GoRush 9
Terrorterran 7
ajuk12(nOOB) 5
Dota 2
XaKoH 535
NeuroSwarm449
resolut1ontv 193
XcaliburYe91
Counter-Strike
olofmeister2000
shoxiejesuss1561
allub394
x6flipin252
edward146
markeloff108
zeus1
Heroes of the Storm
Khaldor214
Other Games
singsing1654
B2W.Neo683
Happy241
Pyrionflax207
Mew2King62
Organizations
StarCraft: Brood War
UltimateBattle 249
Dota 2
PGL Dota 2 - Main Stream219
StarCraft: Brood War
Kim Chul Min (afreeca) 11
lovetv 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 22
• CranKy Ducklings SOOP6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1283
• Stunt643
Other Games
• WagamamaTV268
Upcoming Events
Wardi Open
24m
Monday Night Weeklies
5h 24m
Replay Cast
13h 24m
Replay Cast
22h 24m
Afreeca Starleague
23h 24m
Leta vs YSC
GSL
1d 22h
Replay Cast
2 days
GSL
2 days
The PondCast
2 days
KCM Race Survival
2 days
[ Show More ]
Replay Cast
3 days
Replay Cast
3 days
Escore
3 days
Replay Cast
4 days
Replay Cast
4 days
IPSL
5 days
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
5 days
Replay Cast
5 days
uThermal 2v2 Circuit
6 days
BSL
6 days
IPSL
6 days
eOnzErG vs TBD
G5 vs Nesh
Replay Cast
6 days
Wardi Open
6 days
Afreeca Starleague
6 days
Jaedong vs Light
Liquipedia Results

Completed

Escore Tournament S2: W4
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
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
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
KK 2v2 League Season 1
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 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.