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Designated Balance Discussion Thread - Page 1053

Forum Index > SC2 General
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forsooth
Profile Joined February 2011
United States3648 Posts
August 09 2014 21:33 GMT
#21041
People are still complaining about 2rax in 2014

Jesus Christ
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-08-09 21:37:47
August 09 2014 21:36 GMT
#21042
On August 10 2014 06:33 forsooth wrote:
People are still complaining about 2rax in 2014

Jesus Christ

Not as bad as people complaining about mules, still. Lolol

TurboMaN
Profile Joined October 2005
Germany925 Posts
Last Edited: 2014-08-09 21:52:50
August 09 2014 21:52 GMT
#21043
Removing one of Terrans limited numbers of allins is just ridiculous if you don't punish the other races.
Do you know how frustrating it is to lose vs proxy builds in TvP, Two base Immortal allin in TvP, Mass ling/bling bust in TvZ, Roach/bling with fake 3rd in TvZ, 1/1 Roach allin in TvZ and many more?

You are suggesting to remove one of the most coinflippy allins so you are more safe while still more than double the amount of allins for your race? Do you consider it fair how few allins are available for Terran compared to Protoss and Zerg allins in this matchup? Proxy 2 rax has been there for ages and it is not imba.
Hider
Profile Blog Joined May 2010
Denmark9376 Posts
August 09 2014 22:16 GMT
#21044
On August 10 2014 06:52 TurboMaN wrote:
Removing one of Terrans limited numbers of allins is just ridiculous if you don't punish the other races.
Do you know how frustrating it is to lose vs proxy builds in TvP, Two base Immortal allin in TvP, Mass ling/bling bust in TvZ, Roach/bling with fake 3rd in TvZ, 1/1 Roach allin in TvZ and many more?

You are suggesting to remove one of the most coinflippy allins so you are more safe while still more than double the amount of allins for your race? Do you consider it fair how few allins are available for Terran compared to Protoss and Zerg allins in this matchup? Proxy 2 rax has been there for ages and it is not imba.


I dislike the attitude of "race X has stupid unfun shit so therefore race Y should also have stupid unfun shit".

Dumb jaoulxi logic imo. Less stupid shit is always better.
forsooth
Profile Joined February 2011
United States3648 Posts
August 09 2014 22:36 GMT
#21045
2rax isn't stupid unfun shit though
TheDwf
Profile Joined November 2011
France19747 Posts
August 09 2014 23:25 GMT
#21046
On August 10 2014 04:02 Big J wrote:
It's a coinflip that comes before you can comfortably scout.

Exactly how is 2 rax a coinflip? It's actually one of the rare cheeses you can hold without scouting it in advance. And if you never want to play the hatch first vs 2 rax scenario on a 2p map, you can 9-10 scout like some pros do (LosirA always does it for instance).

So the gameplay is about how much you are willing to blindly sacrifice - nothing skillbased. Even more on big 4p maps.
If you pool first and the Terran also scouts and insta-abandons the pressure it's basically even.

Not true in all cases, but whatever—so? You want your macro game, you have it and you're not happy?

The micro you are talking about is basic micro of any single TvZ engagment (and not even that since no mutas, mines, medivas and banes are around which all require extra control) which makes any TvZ that includes a combat more micro intense than 2rax.

The micro may be "basic," yet you can still see clear differences between the best 2 rax players like Maru or Bogus and "low Code S" players like KeeN; way more than the first 10 minutes of a Hellions 3OC build actually. I don't see much pertinence in comparing one situation in which you have 4-10 units of 2 different types, and another in which you control 50+ with up to 5 different types of units.

It's neither needed for balance nor produces superior games.

So? Tons of builds don't have a critical impact on a match-up or are not "needed," why should they be nuked for all that... Some 2 rax games, even if they last "only" a few minutes, have kept me on the edge of my seat much more than some longer macro games. It depends on the context and it's a matter of taste.

It's just a bullshit "easy way out" opion to prevent having to train the whole matchup for one side.

Even if you want to play proxy 2 rax 100% of the time of TvZ, you'll have to play macro or at least some kind of transition in a significant part of your games...

On August 10 2014 05:31 ReMinD_ wrote:
And about the micro, in case of a bunker rush, micro is only available to the Terran. Or you suddenly expect for slow lings, queens and spine crawler to 'outmicro' ranged units. It ain't happening. The Zerg is entirely at the mercy of Terran.

That's completely untrue.



Do you think soO is sleeping here? Does he look like the helpless victim of the Terran ogre?
Socup
Profile Joined June 2014
190 Posts
Last Edited: 2014-08-10 01:19:25
August 10 2014 01:17 GMT
#21047
On August 10 2014 04:02 Big J wrote:
Show nested quote +
On August 10 2014 03:29 Faust852 wrote:
On August 10 2014 03:16 Salient wrote:
On August 10 2014 00:32 LSN wrote:
Proxy rax autowin game denial mechanics needs to get fixed tbh. It is far more dumb than any protoss 2 base all-in and happening all over the place.

I know this will bring terran whiners back to the table, but it has to be said. When a protoss does proxy gates he commits a pylon and the gates. A terran can even deal only some damage if it doesn't kill the opponent, fly back the buildings and get on in a decent position (only few commitment as doing some dmg and delaying the opponent is kinda ensured). The ranged units are way more effective and microable than any melee ever could be (when comparing it to other races early stuff). Not enough as is, it gets reinforced with bunkers which makes it a kind of no way to come back into the game thing for the opponent (ridiculous that bunkers are even sellable then in this situation).

A dumb freewin mechanic. Of course terrans would like to keep all their dumb stuff while whining all day about protoss. So I am happy to read all your flames that are now most certainly incoming. 8[


Proxy 2 rax has always been ridiculous bullshit in TvZ. I'm not too concerned about it in TvP. But yeah . . . It's kind of luck - based bullshit against Zerg. Maybe even sillier than cannon rushing, which is also bullshit against Zerg.

Nah, it's a high intensity micro build from both side. And there are good counters. DwF linked some vod for instance.
And some pro scout early directly the base (at 10) so they can put a pool before hatch, leading to a defwin.
And almost every proxy rax are put a the same spot so it's not that coinflippy to scout.

It's a coinflip that comes before you can comfortably scout. So the gameplay is about how much you are willing to blindly sacrifice - nothing skillbased. Even more on big 4p maps.
If you pool first and the Terran also scouts and insta-abandons the pressure it's basically even.
The micro you are talking about is basic micro of any single TvZ engagment (and not even that since no mutas, mines, medivas and banes are around which all require extra control) which makes any TvZ that includes a combat more micro intense than 2rax.

It's neither needed for balance nor produces superior games. It's just a bullshit "easy way out" opion to prevent having to train the whole matchup for one side. And pretty anoying when you hit those players that openly admit that they 2rax every single TvZ "because they can. Bitch please."


(proxy rax isn't just for sc2)



You are perfectly correct. It's a strategy that is contingent on a player being so "good" on the zerg side, that they go hatch before pool to try to get a strong midgame economy or skip making blind zerglings + sunk/spine (game depending) in order to go straight for tech or mass eco. This proxy rax would probably fail against any silver-gold zerg that goes 14-15 pool that also happens to have strong mechanics but hasn't yet learned the greed metagame of "higher level" play.

On August 10 2014 04:09 Faust852 wrote:
Show nested quote +
On August 10 2014 04:02 Big J wrote:
On August 10 2014 03:29 Faust852 wrote:
On August 10 2014 03:16 Salient wrote:
On August 10 2014 00:32 LSN wrote:
Proxy rax autowin game denial mechanics needs to get fixed tbh. It is far more dumb than any protoss 2 base all-in and happening all over the place.

I know this will bring terran whiners back to the table, but it has to be said. When a protoss does proxy gates he commits a pylon and the gates. A terran can even deal only some damage if it doesn't kill the opponent, fly back the buildings and get on in a decent position (only few commitment as doing some dmg and delaying the opponent is kinda ensured). The ranged units are way more effective and microable than any melee ever could be (when comparing it to other races early stuff). Not enough as is, it gets reinforced with bunkers which makes it a kind of no way to come back into the game thing for the opponent (ridiculous that bunkers are even sellable then in this situation).

A dumb freewin mechanic. Of course terrans would like to keep all their dumb stuff while whining all day about protoss. So I am happy to read all your flames that are now most certainly incoming. 8[


Proxy 2 rax has always been ridiculous bullshit in TvZ. I'm not too concerned about it in TvP. But yeah . . . It's kind of luck - based bullshit against Zerg. Maybe even sillier than cannon rushing, which is also bullshit against Zerg.

Nah, it's a high intensity micro build from both side. And there are good counters. DwF linked some vod for instance.
And some pro scout early directly the base (at 10) so they can put a pool before hatch, leading to a defwin.
And almost every proxy rax are put a the same spot so it's not that coinflippy to scout.

It's a coinflip that comes before you can comfortably scout. So the gameplay is about how much you are willing to blindly sacrifice - nothing skillbased. Even more on big 4p maps.
If you pool first and the Terran also scouts and insta-abandons the pressure it's basically even.
The micro you are talking about is basic micro of any single TvZ engagment (and not even that since no mutas, mines, medivas and banes are around which all require extra control) which makes any TvZ that includes a combat more micro intense than 2rax.

It's neither needed for balance nor produces superior games. It's just a bullshit "easy way out" opion to prevent having to train the whole matchup for one side. And pretty anoying when you hit those players that openly admit that they 2rax every single TvZ "because they can. Bitch please."


Remove 2 rax and enjoy how greedy zerg will play on 4 players maps. And you can deal with it without even scouting tbh. You just need to learn how to deal with it.


Like this. Massing drones and massing hatches early on is greed play but it's based on metagame. If terrans had some sort of early game punishment that was "straight up play" rather than proxy rax or reaper into hellion harass, Zergs would be forced to play more conservative.

The art of war teaches us to rely not on the likelihood of the enemy's not coming, but on our own readiness to receive him; not on the chance of his not attacking, but rather on the fact that we have made our position unassailable.


If you get to the level of play where T does the reaper harass into hellion nearly 100% of the time (metagame), then it feels easy and even comfortable to simply throw up a blind spine at your natural and defend your main+nat with the two or three queens you built, and you'll take absolutely zero damage, while the Terran got early gas, thus sacrificing midgame economy by not going for greed mass CC and no gas mineral play to translate into more scvs, mules, and better gas mining midgame).

http://www.teamliquid.net/staff/zatic/Day[9]0002-BuildingTriggers.mp3

Skip the imaginary players bit. When scouting, look for no rax in base and automatically throw up a spine. No reason not to.


On August 10 2014 05:30 Hider wrote:
Show nested quote +
On August 10 2014 05:18 Big J wrote:
On August 10 2014 04:09 Faust852 wrote:
On August 10 2014 04:02 Big J wrote:
On August 10 2014 03:29 Faust852 wrote:
On August 10 2014 03:16 Salient wrote:
On August 10 2014 00:32 LSN wrote:
Proxy rax autowin game denial mechanics needs to get fixed tbh. It is far more dumb than any protoss 2 base all-in and happening all over the place.

I know this will bring terran whiners back to the table, but it has to be said. When a protoss does proxy gates he commits a pylon and the gates. A terran can even deal only some damage if it doesn't kill the opponent, fly back the buildings and get on in a decent position (only few commitment as doing some dmg and delaying the opponent is kinda ensured). The ranged units are way more effective and microable than any melee ever could be (when comparing it to other races early stuff). Not enough as is, it gets reinforced with bunkers which makes it a kind of no way to come back into the game thing for the opponent (ridiculous that bunkers are even sellable then in this situation).

A dumb freewin mechanic. Of course terrans would like to keep all their dumb stuff while whining all day about protoss. So I am happy to read all your flames that are now most certainly incoming. 8[


Proxy 2 rax has always been ridiculous bullshit in TvZ. I'm not too concerned about it in TvP. But yeah . . . It's kind of luck - based bullshit against Zerg. Maybe even sillier than cannon rushing, which is also bullshit against Zerg.

Nah, it's a high intensity micro build from both side. And there are good counters. DwF linked some vod for instance.
And some pro scout early directly the base (at 10) so they can put a pool before hatch, leading to a defwin.
And almost every proxy rax are put a the same spot so it's not that coinflippy to scout.

It's a coinflip that comes before you can comfortably scout. So the gameplay is about how much you are willing to blindly sacrifice - nothing skillbased. Even more on big 4p maps.
If you pool first and the Terran also scouts and insta-abandons the pressure it's basically even.
The micro you are talking about is basic micro of any single TvZ engagment (and not even that since no mutas, mines, medivas and banes are around which all require extra control) which makes any TvZ that includes a combat more micro intense than 2rax.

It's neither needed for balance nor produces superior games. It's just a bullshit "easy way out" opion to prevent having to train the whole matchup for one side. And pretty anoying when you hit those players that openly admit that they 2rax every single TvZ "because they can. !@#$%^&* please."


Remove 2 rax and enjoy how greedy zerg will play on 4 players maps. And you can deal with it without even scouting tbh. You just need to learn how to deal with it.

16h/15p is the most economical a zerg can get with a two base opening according to some (old) testings (because of queens that you need a pool for - else you are larvastarved)). Thats what a lot of zergs do regardless of 2rax existing. If he goes later pool, just rejoice, the injects come too late and the build is worse. And those builds are not good against reaper anyways.
3h is bad against reaper macro builds. I dont see the problem.


Agree, I don't think zerg will be considerably more greedy if 2rax goes away, and I would argue that +2/3% greed barely matters anyway for the overall gameflow. Its not like you can't hellion/banshee/marine pressure in the early midgame/late early game anyway.

2 rax is just a dumb lame opening that shouldn't be (semi)viable imo.



6-7 pool ZvZ/8 pool ZvP is just a dumb lame opening that shouldn't be (semi)viable. See how we can go in circles with this?

I don't like this underlying theme of "early game aggression is bad, we should be able to spam economy until mid game to fight shoulder to shoulder in some sort of honor combat like 1700's flintlock rifle battlefields, just sending massed infantry against their massed infantry, firing and chewing up the front line repeatedly until one side derpaderp wins". That's about analogous to this arbitrary ruleset of some sort of "standard/non-strategy play is best".
There's no reason blizzard can't release new units or fixes to a game without creating another costly "expansion" you've already paid 100$ for, unless they want to treadmill the gambler with future promises of "it gets better"
bigbadgreen
Profile Joined October 2010
United States142 Posts
August 10 2014 02:05 GMT
#21048
2 rax is still just a hint too powerful for what it is. It's defendable, it can be held. I think the larger issue here is how it effects the zerg going into the mid game no matter what. Even if you hold chances are you are even. With other early aggression you are putting yourself behind if you don't do enough damage. with the 2 rax it's too easy to bail out and go into a normal game. they should just get rid of the salvage ability. How often does this mechanic come into play other than early aggression.
This way there would be a negative to throwing down one or two bunkers depending. I've seen terrans just throw down a bunker near a natural with no intentions of a 2 rax and just salvage it after they know they have forced zerg to slow down their economy and ability to keep up in the mid game. With mules and salvage there is really no negative there. I don't think they should touch mules so I think they either need to get rid of salvage or reduce it's return.
overall though there are far larger issues with the game than 2 rax. But it is still annoying for sure.
Socup
Profile Joined June 2014
190 Posts
August 10 2014 03:19 GMT
#21049
I think I understand your issue as being that Zerg early aggression leads to auto loss if it doesnt do damage while terran early aggression leads to continuing to the midgame as both races equal if its defended.

This is related to the so called Macro mechanics, mule, inject, etc, and not to the power of proxy rax vs early zerg aggression at all. Without macro mechanics no race would have an exponential economy growth that can quickly turn a rebuffed early game aggression into a do-or-fail all in by the opposing side. Terran was going to build those raxes anyway, but Zerg wasn't going to build those spines/ling to keep their economy growth high unless it's in response to some proxy or reaper play.

You've got the right track, but you're attributing the problem to the wrong thing.

http://strategywiki.org/wiki/StarCraft/Zerg_strategies#Zerg

Look at all the possible variations of rushes zerg has in brood war, for example. The Supply depot/rax/eng bay wall off in brood war was an unexpected gameplay element that intelligent Terran players abused religiously because it allows cutting coners; less need for early bunker+large clump of marines. The makers of SC1 had no intent of this being done to completely wall off easily. It was an unexpected abuse of a mechanic that became normal gameplay which in turn changed the metagame. Then the new people on staff for blizz designing SC2 took that one step further by allowing depots to be lowered rather than people raising and lowering an eng bay/rax to get out of their base.

You may notice another critical component to this. Big Game Hunters was a map everyone and their mother played in the heyday of SC1. It had a main choke identical to the chokes of EVERY SINGLE MAIN in SC2 today. That is, it only takes 2 depots and a large building to wall off completely. Most other maps that are played in serious gameplay in Brood War lack such easily controlled main chokes, and you can watch streams of Brood War now that emphasize this.

It's a "perfect storm" scenario of different elements; the facilitation of supply depot wall off by blizz implementing new mechanics to make it stronger and easier, the fact that all mains are on high ground and all mains have a choke that is easily walled off, and the macro mechanics which allow someone who uses minimal defenses and maximized CC/nexus/hatch production with chrono/inject/MULE to exponentially gain early economic advantages against any attacker.

Zerg has to play passive early game because of these issues due to weaker/melee units and the expensive roach or the 1 time use baneling in any attempt at early aggression. Zerg units were designed to be cost inefficient while at the same time more expendable via banes or roaches being commit/die or don''t commit. Another nail in the coffin of early game Zerg aggression. The few options Zerg has must do damage or you lose, and that's based on all these reasons.

It's not proxy rax that's overpowered. There's so many issues at work which pushes the metagame into early game passive Zerg and early game aggressive T.
There's no reason blizzard can't release new units or fixes to a game without creating another costly "expansion" you've already paid 100$ for, unless they want to treadmill the gambler with future promises of "it gets better"
Mindcrime
Profile Joined July 2004
United States6899 Posts
Last Edited: 2014-08-10 04:28:13
August 10 2014 04:04 GMT
#21050
On August 10 2014 12:19 Socup wrote:
You may notice another critical component to this. Big Game Hunters was a map everyone and their mother played in the heyday of SC1. It had a main choke identical to the chokes of EVERY SINGLE MAIN in SC2 today. That is, it only takes 2 depots and a large building to wall off completely. Most other maps that are played in serious gameplay in Brood War lack such easily controlled main chokes, and you can watch streams of Brood War now that emphasize this.


Off the top of my head, I can't think of a competitive map that requires more than a rax and 2 depots to wall the main.

edit: oh, unless we're talking about maps with two entrances. But I don't think you'll see too many players streaming games on Bifrost or Alchemist.
That wasn't any act of God. That was an act of pure human fuckery.
starslayer
Profile Joined August 2011
United States696 Posts
August 10 2014 04:22 GMT
#21051
On August 10 2014 06:36 Genome852 wrote:
Show nested quote +
On August 10 2014 06:33 forsooth wrote:
People are still complaining about 2rax in 2014

Jesus Christ

Not as bad as people complaining about mules, still. Lolol

https://www.youtube.com/watch?v=mEztHsccVL0


omg i still get chills thinking about that series and that last game... MVP by far (imo) the greatest sc2 player of all time. also watching mvps mom during the mothership bc fight was soo funny she had no idea what was going on but knew it was bad.
i came here to kickass and chew bubblegum and i'm all out of bubble gum
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
August 10 2014 04:41 GMT
#21052
On August 10 2014 02:30 Faust852 wrote:
Show nested quote +
On August 10 2014 02:25 duckk wrote:
Proxy 2 rax feels a little too strong imo.... my first 10 games as terran I am consistently beating top KR GM zergs who completely outclass my zerg in previous games. You can drone scout, but that is really hit or miss, and half the time all it does is cost you 100 minerals and delay everything. 15 pool as an option would be ok if it was easier to hold off the terran around 10-14 minutes.

replays please.

ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
August 10 2014 08:10 GMT
#21053
On August 10 2014 11:05 bigbadgreen wrote:
2 rax is still just a hint too powerful for what it is. It's defendable, it can be held. I think the larger issue here is how it effects the zerg going into the mid game no matter what. Even if you hold chances are you are even. With other early aggression you are putting yourself behind if you don't do enough damage. with the 2 rax it's too easy to bail out and go into a normal game. they should just get rid of the salvage ability. How often does this mechanic come into play other than early aggression.
This way there would be a negative to throwing down one or two bunkers depending. I've seen terrans just throw down a bunker near a natural with no intentions of a 2 rax and just salvage it after they know they have forced zerg to slow down their economy and ability to keep up in the mid game. With mules and salvage there is really no negative there. I don't think they should touch mules so I think they either need to get rid of salvage or reduce it's return.
overall though there are far larger issues with the game than 2 rax. But it is still annoying for sure.

Salvage cast time could be longer to make using it aggressively less possible maybe?
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.
Morbidius
Profile Joined November 2010
Brazil3449 Posts
August 10 2014 08:37 GMT
#21054
On August 10 2014 17:10 Grumbels wrote:
Show nested quote +
On August 10 2014 11:05 bigbadgreen wrote:
2 rax is still just a hint too powerful for what it is. It's defendable, it can be held. I think the larger issue here is how it effects the zerg going into the mid game no matter what. Even if you hold chances are you are even. With other early aggression you are putting yourself behind if you don't do enough damage. with the 2 rax it's too easy to bail out and go into a normal game. they should just get rid of the salvage ability. How often does this mechanic come into play other than early aggression.
This way there would be a negative to throwing down one or two bunkers depending. I've seen terrans just throw down a bunker near a natural with no intentions of a 2 rax and just salvage it after they know they have forced zerg to slow down their economy and ability to keep up in the mid game. With mules and salvage there is really no negative there. I don't think they should touch mules so I think they either need to get rid of salvage or reduce it's return.
overall though there are far larger issues with the game than 2 rax. But it is still annoying for sure.

Salvage cast time could be longer to make using it aggressively less possible maybe?

Salvage should return 100 minerals and be a OC skill with like 20 range in my opinion.
Has foreign StarCraft hit rock bottom?
Decendos
Profile Joined August 2011
Germany1338 Posts
Last Edited: 2014-08-10 09:19:01
August 10 2014 09:18 GMT
#21055
On August 10 2014 17:10 Grumbels wrote:
Show nested quote +
On August 10 2014 11:05 bigbadgreen wrote:
2 rax is still just a hint too powerful for what it is. It's defendable, it can be held. I think the larger issue here is how it effects the zerg going into the mid game no matter what. Even if you hold chances are you are even. With other early aggression you are putting yourself behind if you don't do enough damage. with the 2 rax it's too easy to bail out and go into a normal game. they should just get rid of the salvage ability. How often does this mechanic come into play other than early aggression.
This way there would be a negative to throwing down one or two bunkers depending. I've seen terrans just throw down a bunker near a natural with no intentions of a 2 rax and just salvage it after they know they have forced zerg to slow down their economy and ability to keep up in the mid game. With mules and salvage there is really no negative there. I don't think they should touch mules so I think they either need to get rid of salvage or reduce it's return.
overall though there are far larger issues with the game than 2 rax. But it is still annoying for sure.

Salvage cast time could be longer to make using it aggressively less possible maybe?


i like this idea. not a big thing but would make 2 rax slightly more all in which is needed for the power it has. the risk/reward of 2 rax is just slightly too good especially on 4 player maps where its impossible to scout.
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
August 10 2014 09:23 GMT
#21056
I can't believe people are complaining about 2 racks now... After that one game where it was clearly a snipe build prepared well in advance and vs which Classic chose the worst possible build. It's was BO win people, get over it.

If in a ZvZ, one player goes 10pool while the other goes hatch -> gas -> pool, will you then complain about 10pool ? This is ridiculous.
Svizcy
Profile Joined May 2010
Slovenia300 Posts
August 10 2014 10:25 GMT
#21057
Yea, BO poker is still present in this game, wonder if they ever think of changing this. Don't know if it's even possible to reapair this kind of stuff.

In the game of proleague the were both cheesing btw, for those who do not know, Nexus first is a Eco Cheese, so he kinda deserved to lose that one, considering ppl already figured him out.
Classic was defeated in ro32 code S preatty much with same thing, cause he reffused to open some other way than Nexus first and oponents left and right were taking advantage of this.
FanaticCZ
Profile Joined December 2011
Czech Republic287 Posts
August 10 2014 10:46 GMT
#21058
Sure...remove salvage.. :D have fun building five bunkers vs fake blink allin and getting no minerals back.
INnoVation is the GOAT!
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
August 10 2014 10:53 GMT
#21059
On August 10 2014 19:46 FanaticCZ wrote:
Sure...remove salvage.. :D have fun building five bunkers vs fake blink allin and getting no minerals back.

Maybe blink will become viable again ? Oh wait.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-08-10 11:02:41
August 10 2014 11:00 GMT
#21060
On August 10 2014 17:37 Morbidius wrote:
Show nested quote +
On August 10 2014 17:10 Grumbels wrote:
On August 10 2014 11:05 bigbadgreen wrote:
2 rax is still just a hint too powerful for what it is. It's defendable, it can be held. I think the larger issue here is how it effects the zerg going into the mid game no matter what. Even if you hold chances are you are even. With other early aggression you are putting yourself behind if you don't do enough damage. with the 2 rax it's too easy to bail out and go into a normal game. they should just get rid of the salvage ability. How often does this mechanic come into play other than early aggression.
This way there would be a negative to throwing down one or two bunkers depending. I've seen terrans just throw down a bunker near a natural with no intentions of a 2 rax and just salvage it after they know they have forced zerg to slow down their economy and ability to keep up in the mid game. With mules and salvage there is really no negative there. I don't think they should touch mules so I think they either need to get rid of salvage or reduce it's return.
overall though there are far larger issues with the game than 2 rax. But it is still annoying for sure.

Salvage cast time could be longer to make using it aggressively less possible maybe?

Salvage should return 100 minerals and be a OC skill with like 20 range in my opinion.

But then you should also be able to cast it on missile turrets maybe? (not sure I like the idea)
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.
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