• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:53
CEST 17:53
KST 00:53
  • 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 Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22
Community News
Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event11Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced9
StarCraft 2
General
Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event StarCraft Evolution League (SC Evo Biweekly) 2026 GSL Season 2 Qualifiers $1,400 SEL Season 3 Ladder Invitational
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
ASL21 General Discussion AI Question Using AI to optimize marketing campaigns [ASL21] Ro8 Preview Pt2: Progenitors Why there arent any 256x256 pro maps?
Tourneys
[ASL21] Ro8 Day 4 [ASL21] Ro8 Day 3 [Megathread] Daily Proleagues [ASL21] Ro8 Day 2
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV OutLive 25 (RTS Game) Daigo vs Menard Best of 10 Nintendo Switch Thread
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 European Politico-economics QA Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
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
Movie Stars In Video Games: …
TrAiDoS
ramps on octagon
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1470 users

Designated Balance Discussion Thread - Page 1029

Forum Index > SC2 General
Post a Reply
Prev 1 1027 1028 1029 1030 1031 1266 Next
Dingodile
Profile Joined December 2011
4139 Posts
July 01 2014 09:25 GMT
#20561
On July 01 2014 18:17 FaultyReDD wrote:
they just need to give us the old mine back

I am fine with it but with strong reduced dmg vs lings and banelings. Hits are too random against very low hp and very fast units.
Grubby | ToD | Moon | Lyn | Sky
Goofinator
Profile Joined September 2013
England45 Posts
July 01 2014 10:45 GMT
#20562
How about replacing the bunker space upgrade (that no-one ever gets) with a 200/200 upgrade that turns bunkers into the equivalent of a protoss cannon? One of the big gripes with Protoss vs Terran late game is the fact that terran don't have any static defence that hit ground to deal with things like zealot runbys (apart from planetary fortresses that are really expensive). This shouldn't really affect the early game in terms of rushes (spending 200/200 in the early game on such an upgrade would be huge in delaying stim/upgrades etc) but in the late game where gas isn't so much of a problem and 3/3 is done, I don't really see the harm in it.
TurboMaN
Profile Joined October 2005
Germany925 Posts
July 01 2014 11:08 GMT
#20563
I'm curious for the next balance statement by Blizzard's balance team.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 01 2014 11:27 GMT
#20564
On July 01 2014 18:21 MrLightning wrote:
Show nested quote +
On July 01 2014 00:37 Sapphire.lux wrote:
On July 01 2014 00:25 johnbongham wrote:
Whining about balance whining has become this community's worst trait.

Absolutely. No matter how much effort one puts in, or how many stats and examples, if you talk about balance and how it might not be totally fine, you are sure to get abuse from a number of posters.

The irony of it is that the ones most likely to "whine" about "balance whining" are exactly the most biased and whine-prone posters.


So its ok to balance whine when it suits your purpose? People who disagree with you become the scourge of humanity until your race is on top again then no one has the right to balance whine.

See what I did there, according to your logic I am whining about your whining of people who whine on people who balance whine. That's a lot of wine.

I see what you did there, it's nonsense. Why did you do it?

Complaining about balance is not a taboo subject provided you bring evidence and examples so a discussion can be had. Whining about such a thing is ridiculous and detrimental to good discussion. Bring counter arguments, stats and examples to the ones given.

Head Coach Park: "They should buff tanks!"
Big J
Profile Joined March 2011
Austria16289 Posts
July 01 2014 19:59 GMT
#20565
On July 01 2014 18:14 Hider wrote:
Show nested quote +
he 12-13min 4th isn't my idea, that's plainly what players like Innovation and Flash did back in 2013.
I guess it is because ~15mins your main isn't fully mining anymore with several mineral patches being sacrificed to the Mule-Gods, hence, if you don't have the 4th, you are effectively 2basing.


The reason terran takes a later 4th is that the advantages of getting out a larger army outweights the disadvantas of a marginally better economy. That might not have been the case in earlier HOTS where a smaller terran army could deal better with a larger Zerg army.


I think the main reason is the diversity of roach attacks and faster mutalisks (even as fast as 10', compared to early HotS 13'-14') makes it kind of hard to play the vanillia Innovation build with the fast ebays, fast third and no extra defensive measures (no turrets until very late). I think that (lots of small factors, worth noting reaper expands instead of CC first to scout for the roach attacks) plainly takes away from the Terran money so that everything happens a little later.
This is of course also a direct result of less pressure around from Terran at around 11mins, which used to keep early mutas on the other side of the map or even just plainly win against them. Though I wouldn't adress that on the mine nerf too much, given how those pushes were very light on the mines if not even without them (?). That one comes more into play for the later or follow up pushes imo, which are currently kind of weak on average unless you commit extra heavy to them --> downwards spiral if you don't do the damage.

Show nested quote +

Imo what we see often is that the Terran is taking damage from the mutalisks + he invests into defense and then his supply starts to stagnate, while the Zerg supply is skyrocketing around the time the first push has been cleaned up or if it didn't come.


Note that zerg skyrockets due to how their production/economy works. For your theory to be correct, there would need to be a lot of games where Mutalisks does a lot of damage in the midgame. It's imo very rarely that Mutalisks kill more than a couple of workers/1-2 Turrets in this phase of the game (when it is harassing).


I don't think there needs to be a lot of damage done. You make earlier turrets, so you miss the money for the faster 4th, yet the current metagame still allows for the Zerg to do some damage to you (unlike back in 2013 where the Zerg wouldn't be doing any damage until defending 2 bio pushes and the Terran taking his 4th. The 3rd was more often than not bulletproof).
All of that has inversed the situation from the Terran often having even a small supply lead in the midgame (due to zerg units like banelings/mutalisks being more expensive per supply) to the Zerg having a supply lead or being even, even when rushing out mutalisks. With the lead more increasing later on, due to income advantages for zerg with the smaller Terran eco.
It's the combination of a little weaker pushes + Show Spoiler +
WM nerf, better creep spread from zergs and general adaption + longer/more patient gameplans since Zergs started understanding how to win lategames more often than not
, a little lower economy for Terran + Show Spoiler +
note here how previously openings like hellion/banshee were said to be not economical enough - not quite true imo, but I get the tone: they need to do something which is not guaranteed - when the matchup started going zergs favor - surely also due to the WM nerf - these kinds of openings were suddenly becoming quite standard, with Terrans accepting that other builds couldn't be much more economical either

and suddenly taking a little more damage that just gives Zergs advantages in army cost and production where there were none before.

Show nested quote +
I mean, watch through Terran games and see how often they make the mistake to make turrets at 10mins, when the Zerg spire only finishes at 12mins. Sure it's a mistake to invest into a safety measure for something that isn't there. Question is what happens if it would come. You are restricted to build those turrets that early, when you would rather spend that money on anything else. Later on you are restricted to be capable of defending your main base against some 50-60 or more supply army appearing in a second and leaving anytime it gets too hot.


Well that's how the game is balanced. The Mutalisk threat exists and forces the terran play in a certain way. Is that fun or not? That's really the main way I look at it in terms of assessing whether Mutalisk should be nerfed or Widow Mines buffed. I think the latter creates far more interesting gameplay.


That's noble, but apart from fun it has to be balanced. And I think it kills a lot of stuff that the Terran could do, if he is forced to go very, very heavy marine due to mutalisks. I guess in the case of the marine it's not like you would suddenly be wanting to go very heavy marauder against zergling/baneling ground play, yet, there are a bunch of units (like siege tanks and marauders and hellbats) that could inherently strengthen the Terran "bio+"-compositions, if it wasn't for mutalisks dominating how Terran has to play.

Note I'm not saying that buffing widow mines cannot/does not work. I think many things *could* work, the mutalisk and the WM are just the most straight forward targets for balance changes in that matchup.
Things in favor of mutalisk nerfs are imo:
- very strong in all matchups
- if overnerfed for another matchup, it's very easy to adjust phoenixes and spore crawlers
- they looked very strong (in late 2013) even when mines were strong
- they perform way over average units and thus limit the usage of other, not as dominating units/strategies
- buffs Mech and Bio, neither of which seems to be quite 50:50 vs Zerg
- this approach doesn't rely on (WM-)timings which may get figured out and thus may be longer lasting

Things in favor of a WM buff are imo:
- interesting unit interactions get enabled with more WMs in play
- we already have experience how strong mines work in the matchup and those experiences are good
- it also is a small buff vs Protoss, which is also kind of needed
- could also help mech play
- stable, reliable (for both sides) back and forth timing(non-allin/cheesy) based play is some of the more exciting things in this game


Show nested quote +

You can get the AoE against them, Thors are one of the best counters to mutalisks in the game in combat. But they cannot defend all your bases, and even if they do there is a difference between defending mutalisks and something else: mutas heal up, so defending =/= gaining ground.


Well it allows terran to split up his bases a lot better. But doesn't you need to find more games where terran (once he goes on 4+bases) gets kinda torn apart by Mutalisk in the late game? I referred to the Snue vs Taeja series that you linked to as an example that Taeja "easily" could secure 4bases without dying to Mutalisk threat. I am sure I could find a lot more games where this is the case as well, but games where terrans gets shredded are IMO a lot less common.

Well, as you said they are not that common. Maybe given how the Terran does not expand to a 4th early anymore and pushes more commitedly it's kind of clever to go more baneling heavy to stop the push, instead of going for the heavier mutalisk approach so early to deny a base that isn't there (yet) anyways.

That's not to say that there aren't games with high mutalisk numbers (theDwf's thread section "Starving the Beast" gives some examples - rather old I guess; in GSL and Proleague games that even see 4base bio Terrans - which is when the issue that mass mutas stretch you too thing occurs - seem to be rare if not nonexistend), but I think the reason is that a lot of Terrans have a similar approach to TvZ as with TvP, just that pulling the SCVs isn't worth it.
Konranjyoutai
Profile Joined April 2012
112 Posts
July 07 2014 03:08 GMT
#20566
WCS AM - Protoss. When will the nerf come that will balance out this game? That leaves protoss at 10 premiere tournament wins over 2 and 3 Terran/Zerg respectively for the past year.
Deleted User 261926
Profile Joined April 2012
960 Posts
Last Edited: 2014-07-07 03:21:03
July 07 2014 03:18 GMT
#20567
The most worrying thing is the number of DIFFERENT P players who won. It leaves no space for interpretation/defense unless someone wants to bring up very improbable explanations like all P players becoming very good at the same time and Z/T players being on a slump.
r691175002
Profile Joined October 2012
249 Posts
July 07 2014 03:19 GMT
#20568
Well we are at the point where nobody can reasonably pretend the game is balanced, all there is to discuss is how widespread the changes must be.
r691175002
Profile Joined October 2012
249 Posts
Last Edited: 2014-07-07 03:22:32
July 07 2014 03:21 GMT
#20569
Tweets starting to come out from the pro players...

Hyun: Are you kidding me? fucking protoss #WCS
Taeja: lol http://i.imgur.com/BJnwMOj.gif

Its happening...
WombaT
Profile Blog Joined May 2010
Northern Ireland26764 Posts
July 07 2014 03:23 GMT
#20570
Protoss just fuck up the game with their design issues that never got addressed. Photon overcharge to me was a bandaid solution that caused more and more problems.

I don't particularly care with a race dominating if their runs make for some exciting and back and forth games, which to be fair all matchups can be. Just need a break from watching suppose
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Foreverkul
Profile Joined March 2014
United States1649 Posts
July 07 2014 03:51 GMT
#20571
When every tournament becomes saturated with Protoss and the anti-hype is killing the viewership, Blizzard will have to do something.
Kevin_Sorbo
Profile Joined November 2011
Canada3217 Posts
July 07 2014 22:23 GMT
#20572
that qxc gif is something lmao.

when did he rage like that ??
The mind is like a parachute, it doesnt work unless its open. - Zappa
CakeSauc3
Profile Joined February 2011
United States1437 Posts
July 07 2014 22:31 GMT
#20573
On July 08 2014 07:23 Kevin_Sorbo wrote:
that qxc gif is something lmao.

when did he rage like that ??


That's what I was thinking. He always seems so calm xD

I guess balance frustration has an effect on even the most calm of souls.
Spect8rCraft
Profile Joined December 2012
649 Posts
July 07 2014 23:11 GMT
#20574
I feel like one solution that might make finagling with late game units better is to increase the supply of them, like the capital ships.

One of the major problems with balancing capital ships is that the multiplicative factor of having more of them gets out of hand (i.e. critical mass occurs), to which the air mass becomes an unstoppable force. BC + ravens is a classic example of this, where a cloud becomes so strong both defensively and offensively that even void rays and vikings would have a tough time eating through them. Yet, at almost any point before this, it would be so easy to eat the Terran alive before the transition is complete.

The same applies to carriers. sOs showed that with proper leverage, carrier + colossi can be a threat; it's just that the means don't justify the ends, so few are insane enough to try it.

The Zerg fortunately don't have this issue, because their transition period is much quicker, from larvae to corrupters to brood lords. Their issue is lacking a proper AA air unit; the corrupter is too clunky and gets chewed up by the long-ranged vikings and the vaporizing void rays, while mutalisks are great in clouds, but don't stand up to a proper air army. But that's a different issue; I digress.

If capital ships like the BC and carrier have their supplies increased to, say, 8, or even 10 (however ludicrous it may seem), then we can justify a proper buff to strengthen them and justify the time required to produce them, even if they must be increased as well. They might scale better to the late game situation in which they appear, where a single capital ship would typically be swallowed by high-DPS units before it can many so much as a dent; a few of them would be legitimate threats on the battlefield, and one wouldn't be able to build an invincible cloud because the supply limits the ability to reach critical mass. At least in theory; that can be tweaked further down the road.
BurningRanger
Profile Joined January 2012
Germany303 Posts
July 08 2014 06:42 GMT
#20575
On July 08 2014 08:11 Spect8rCraft wrote:
I feel like one solution that might make finagling with late game units better is to increase the supply of them, like the capital ships.

One of the major problems with balancing capital ships is that the multiplicative factor of having more of them gets out of hand (i.e. critical mass occurs), to which the air mass becomes an unstoppable force. BC + ravens is a classic example of this, where a cloud becomes so strong both defensively and offensively that even void rays and vikings would have a tough time eating through them. Yet, at almost any point before this, it would be so easy to eat the Terran alive before the transition is complete.

The same applies to carriers. sOs showed that with proper leverage, carrier + colossi can be a threat; it's just that the means don't justify the ends, so few are insane enough to try it.

The Zerg fortunately don't have this issue, because their transition period is much quicker, from larvae to corrupters to brood lords. Their issue is lacking a proper AA air unit; the corrupter is too clunky and gets chewed up by the long-ranged vikings and the vaporizing void rays, while mutalisks are great in clouds, but don't stand up to a proper air army. But that's a different issue; I digress.

If capital ships like the BC and carrier have their supplies increased to, say, 8, or even 10 (however ludicrous it may seem), then we can justify a proper buff to strengthen them and justify the time required to produce them, even if they must be increased as well. They might scale better to the late game situation in which they appear, where a single capital ship would typically be swallowed by high-DPS units before it can many so much as a dent; a few of them would be legitimate threats on the battlefield, and one wouldn't be able to build an invincible cloud because the supply limits the ability to reach critical mass. At least in theory; that can be tweaked further down the road.

I don't think this is a good idea. Mass BC + Raven is actually not a good composition, because the BC overall is too weak. Voidrays would deal pretty well with them (if they're not clumped so much that they're seekered to death, but that's a Mass Raven problem then, not mass BC). Usually mass Raven + mass Viking + a few BCs (maybe) deals a lot better with anything.
I'm not too sure about the Carrier nowadays. In WoL massing them against Bio was suicide. I guess in HotS this hasn't changed really. Mass Vikings still can mess with mass Carriers.

Increasing the capital ships supply would make them go extinct again... well... BC is pretty much extinct already.
My Livestream: http://www.twitch.tv/burningranger | My youtube channel: https://www.youtube.com/user/BurningR4nger
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-07-08 15:47:14
July 08 2014 15:42 GMT
#20576
The ultimate units in Starcraft 2 aren't that extreme compared to standard infantry, the game is scaled down to the point that a handful of marines can bring down massive space ships. To contrast, in Supreme Commander 2 the higher tech units can be absurdly powerful.

+ Show Spoiler +


The mothership never worked out and Blizzard abandoned the Odin-esque thor. And Blizzard has essentially never bothered trying to make the carrier a useful unit, and I believe they also reverted some buffs for the battlecruiser in HotS beta under the pretext of it ruining other game modes(?). They've also reduced the mothership to irrelevancy and have publicly said that they're okay with capital ships making only rare appearances. (I think the tempest is different because it's a HotS unit and therefore has special protection.)

In my opinion, ultimate units slow the game down too much, feel too awkward to handle, and the infrastructure requirements are too high so that you're forced into passive play. I think better odds lie with redesigning the battlecruiser so that it has some useful ability that doesn't stack, so that you're immediately rewarded for having at least one of them. I don't think Blizzard will bother to make any of them viable in any upcoming patch though.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Spect8rCraft
Profile Joined December 2012
649 Posts
July 08 2014 15:58 GMT
#20577
On July 09 2014 00:42 Grumbels wrote:
The ultimate units in Starcraft 2 aren't that extreme compared to standard infantry, the game is scaled down to the point that a handful of marines can bring down massive space ships. To contrast, in Supreme Commander 2 the higher tech units can be absurdly powerful.

+ Show Spoiler +
https://www.youtube.com/watch?v=UOhW1h4cd-Q#t=6m18s


The mothership never worked out and Blizzard abandoned the Odin-esque thor. And Blizzard has essentially never bothered trying to make the carrier a useful unit, and I believe they also reverted some buffs for the battlecruiser in HotS beta under the pretext of it ruining other game modes(?). They've also reduced the mothership to irrelevancy and have publicly said that they're okay with capital ships making only rare appearances. (I think the tempest is different because it's a HotS unit and therefore has special protection.)

In my opinion, ultimate units slow the game down too much, feel too awkward to handle, and the infrastructure requirements are too high so that you're forced into passive play. I think better odds lie with redesigning the battlecruiser so that it has some useful ability that doesn't stack, so that you're immediately rewarded for having at least one of them. I don't think Blizzard will bother to make any of them viable in any upcoming patch though.


Although I can see the reason for a capital redesign, that would have to wait until LotV. I would rather not wait so long as to fix what might be amended now. D'you have any specifics on how to redesign the BC and/or carrier?

On July 08 2014 15:42 BurningRanger wrote:
I don't think this is a good idea. Mass BC + Raven is actually not a good composition, because the BC overall is too weak. Voidrays would deal pretty well with them (if they're not clumped so much that they're seekered to death, but that's a Mass Raven problem then, not mass BC). Usually mass Raven + mass Viking + a few BCs (maybe) deals a lot better with anything.
I'm not too sure about the Carrier nowadays. In WoL massing them against Bio was suicide. I guess in HotS this hasn't changed really. Mass Vikings still can mess with mass Carriers.

Increasing the capital ships supply would make them go extinct again... well... BC is pretty much extinct already.


That's why we should increase the supply of capital ships, so that they can be balanced yet not overpowered if massed. Don't forget that BCs can one-shot void rays and vikings with Yamato, so a properly equipped Terran air fleet of BC-raven can fight on fairly even footing with a void-ray based fleet (generally, of course, vikings are preferred because BCs are too weak individually and it takes far too long to field any good number of them). In TvT, BCs are mostly used as bullet sponges and PDD burners than actual fodder of any sort, occasionally also avoided altogether because of the time constraints.

The point of increasing supply is to decrease the variance and multiplicative effect between a single capital ship and a (more or less) maxed fleet of them. This means that each ship could be buffed to be more powerful, but one couldn't use a small fleet to spiral out into an unbeatable one; the supply limits the strength in numbers (among, y'know, enemy firepower).
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
July 08 2014 16:01 GMT
#20578
On July 08 2014 07:31 CakeSauc3 wrote:
Show nested quote +
On July 08 2014 07:23 Kevin_Sorbo wrote:
that qxc gif is something lmao.

when did he rage like that ??


That's what I was thinking. He always seems so calm xD

I guess balance frustration has an effect on even the most calm of souls.


I think I remember what game it was, I wanna say it was on Frost vs Protoss and he took it to really late game and he got wrecked by a Protoss deathball and that happened. Pretty sure that was it, was a few months ago though
Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2014-07-08 16:22:49
July 08 2014 16:22 GMT
#20579
On July 09 2014 01:01 Chaggi wrote:
Show nested quote +
On July 08 2014 07:31 CakeSauc3 wrote:
On July 08 2014 07:23 Kevin_Sorbo wrote:
that qxc gif is something lmao.

when did he rage like that ??


That's what I was thinking. He always seems so calm xD

I guess balance frustration has an effect on even the most calm of souls.


I think I remember what game it was, I wanna say it was on Frost vs Protoss and he took it to really late game and he got wrecked by a Protoss deathball and that happened. Pretty sure that was it, was a few months ago though


Actually that GIF was taken all the way back in HoTS beta, Qxc died to a void ray bust, that was his reaction.
On topic, I think not only capital ships, but all air needs a great rework. First problem though that needs to be addressed are Colossus.

Because of how stupidly strong Colossus are they require a special kind of countering, by air, thus a lot of air units had to be balanced more around fighting colossus then fighting each other, which lead to the shitty stupid design we have to day.
For Colossus either remove its unit and cliff walking or make its aoe do splash to its own units and make it a ground only unit again.

With Colossus out of the way you can take a good look at air, rework its AI so it works more closely to how it was in BW, as in the units are only effective in small groups, if, say you have more then 15 mutas in a clump they will start behaving really erratically, to the point that they become more and more inefficient the more you add into a clump. This would also fix the current mutalisk situation where they become so strong in critical masses that they just become stupid.

Now after that you can also rework vikings and phoenix slightly to be more dogfight units with unique harass flavor, just like the mutalisk. Say, vikings get much shorter air to air range, like 4-5 but they get speed and acceleration on par with mutas, also viking transformation time reduced to 1 second or 0.5. Now vikings can counter air as well as do some harass.
Keep phoenix the same but remove range upgrade and remove the stupid autofiring while moving.
With these changes done you can also look forward to some really exciting dogfights and it further opens the window to take a look at the other air units and overall unit interactions with capital ships.

As far as capital ships I'm not sure what to say. I think the best designed one was BW carrier, and that's because it was like SC2 marines, it scaled exponentially in strength with the level of your skill, it was beautiful to behold its micro and it could never get stupidly strong due to the 12 unit selection.
I think that's one approach on how to design them, another would be to make them more like siege tanks, fantastic aoe, but immobile and vulnerable to fast units. Say BC's had 2 modes, the standard mode it has now, maybe buffed slightly, and a siege mode, where it switches to ground only attacks, fires yamato shots that have a very big aoe area, but in this mode they lose 5 of their armor, can no longer move and have a dead zone similar to tanks.

This would also create some interesting unit interactions between BCs and air units. Normally air units might want to avoid them, but if your BCs get caught out unprotected in siege mode they could be swarmed and easily picked apart by the fast interceptor units.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Foxxan
Profile Joined October 2004
Sweden3427 Posts
July 08 2014 16:36 GMT
#20580
Carrier was fun in broodwar because it had a good relationship with the goliath
Prev 1 1027 1028 1029 1030 1031 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 8h 7m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 45819
Calm 5902
Bisu 3025
Horang2 756
Mini 738
Light 591
Soma 506
EffOrt 441
ggaemo 424
actioN 319
[ Show more ]
ZerO 287
Snow 215
hero 106
Sharp 97
Killer 96
PianO 90
Hyun 85
Sea.KH 80
Zeus 70
Leta 58
Mind 57
Pusan 57
Aegong 39
ToSsGirL 36
Shinee 28
Backho 27
Hm[arnc] 27
sorry 27
Bale 23
sSak 22
Movie 20
Terrorterran 19
Rock 18
IntoTheRainbow 15
JulyZerg 12
ajuk12(nOOB) 9
Sacsri 8
zelot 6
Dota 2
Gorgc3899
syndereN407
Counter-Strike
fl0m1145
zeus751
byalli517
adren_tv123
edward85
Other Games
singsing2479
B2W.Neo1501
FrodaN1046
hiko1013
Liquid`RaSZi889
Beastyqt816
Hui .243
ArmadaUGS163
KnowMe132
QueenE99
monkeys_forever98
Mew2King93
Livibee60
Trikslyr36
ZerO(Twitch)18
Organizations
Dota 2
PGL Dota 2 - Main Stream45
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• iHatsuTV 51
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 44
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1624
Other Games
• WagamamaTV403
• Shiphtur217
Upcoming Events
PiGosaur Cup
8h 7m
GSL
17h 37m
Classic vs Cure
Maru vs Rogue
GSL
1d 17h
SHIN vs Zoun
ByuN vs herO
OSC
1d 19h
OSC
1d 21h
Replay Cast
2 days
Escore
2 days
The PondCast
2 days
WardiTV Invitational
2 days
Zoun vs Ryung
Lambo vs ShoWTimE
OSC
3 days
[ Show More ]
Replay Cast
3 days
CranKy Ducklings
3 days
RSL Revival
3 days
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
3 days
Krystianer vs TriGGeR
Cure vs Rogue
uThermal 2v2 Circuit
3 days
BSL
4 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
4 days
BSL
5 days
GSL
5 days
Afreeca Starleague
5 days
Monday Night Weeklies
6 days
Afreeca Starleague
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-05-02
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
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
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
PGL Cluj-Napoca 2026

Upcoming

YSL S3
Escore Tournament S2: W6
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
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
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.