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Designated Balance Discussion Thread - Page 106

Forum Index > SC2 General
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clanbrown
Profile Joined August 2011
United States9 Posts
September 18 2011 17:34 GMT
#2101
you know if you see a bunch of mules mining out a gold base....you could harass that base and kill the mules......might help
ShootingStars
Profile Joined August 2010
1475 Posts
Last Edited: 2011-09-18 17:41:34
September 18 2011 17:37 GMT
#2102
mules are WAY better than chrono boost... if protoss had probamules... man itd be better


ex. 1
TvPvZ have 50 gas
need 200 minerals for upgrade

if i mule i can get 200 minerals and get upgrade faster!
similar to getting the upgrade LATER as protoss and chrono boosting it... + i needed probes for minerals

but with MULE I have MORE options dont need no dam probes
aktivb
Profile Joined September 2011
Norway7 Posts
September 18 2011 17:38 GMT
#2103
I want to expand a bit on the whole mule discussion.

The mule is a part of the new macro mechanics introduced in SC2 (Inject/Chrono/Mule).
I would like for the new macro mechanics to be harassable by and for all races.
What I mean is this:
As of now, all races can harass the zerg macro mechanic by sniping the queen. Or feedback or EMP it. T can harass the T and P macro mechanics by EMP'ing nexi/cc's.
What I would like to see is for feedback to work on buildings, and for contaminate to also drain energy from buildings.

I think this would result in interesting play as SC2 tightens up over the coming years, and harassment and chipping away at your opponent becomes more important. And as it is now, Z's macro mechanic is the one most exposed, while as only T can actively effect it for all races with EMP.

I would like to hear your thoughts on this.

As for the whole Ghost vP discussion, I have this suggestion: Move feedback to the phoenix. Lower on the tech tree. Ghosts will have an advantage in range, but phoenixes will have the advantage in speed and mobility.
ShootingStars
Profile Joined August 2010
1475 Posts
September 18 2011 17:40 GMT
#2104
On September 19 2011 02:38 aktivb wrote:
I want to expand a bit on the whole mule discussion.

The mule is a part of the new macro mechanics introduced in SC2 (Inject/Chrono/Mule).
I would like for the new macro mechanics to be harassable by and for all races.
What I mean is this:
As of now, all races can harass the zerg macro mechanic by sniping the queen. Or feedback or EMP it. T can harass the T and P macro mechanics by EMP'ing nexi/cc's.
What I would like to see is for feedback to work on buildings, and for contaminate to also drain energy from buildings.

I think this would result in interesting play as SC2 tightens up over the coming years, and harassment and chipping away at your opponent becomes more important. And as it is now, Z's macro mechanic is the one most exposed, while as only T can actively effect it for all races with EMP.

I would like to hear your thoughts on this.

As for the whole Ghost vP discussion, I have this suggestion: Move feedback to the phoenix. Lower on the tech tree. Ghosts will have an advantage in range, but phoenixes will have the advantage in speed and mobility.


Phoenix is barley ever viable they are WEAK as toothpicks and die instantly from ghost if they feedback it anyways... -_-
DarkPlasmaBall
Profile Blog Joined March 2010
United States45861 Posts
September 18 2011 17:41 GMT
#2105
On September 19 2011 02:34 sjschmidt93 wrote:
Show nested quote +
On September 19 2011 02:32 Novalisk wrote:
The issue as I see it is that Terran can safely remain on less bases longer than the other races. This seems like a design issue more than a balance one, which explains why Blizzard is taking their time addressing this.

Personally I'd like it if Terran had to risk more in order to get their current mineral income, but I'm no expert.


As well as more scv's. Terrans know they only need 50-60 workers at most (and even less as time goes on) while other races need 70+ the entire game.


I'm sorry, but late once terrans learn to abuse command centers (both orbitals and planetaries) no one will be able to beat them in games that go over like ~25 minutes.


True... I remember when Boxer (and a few other Terrans) made extra OCs just for the free energy and converted nearly all of their miners to MULEs and threw away all their SCVs. And they were riiiich.

To be able to have 180 supply in army, against a normal 130 supply army (since you'll normally get 70 or so workers in a game) is a crazy advantage.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
andycz
Profile Joined September 2011
288 Posts
September 18 2011 17:41 GMT
#2106
On September 19 2011 02:38 aktivb wrote:
I want to expand a bit on the whole mule discussion.

The mule is a part of the new macro mechanics introduced in SC2 (Inject/Chrono/Mule).
I would like for the new macro mechanics to be harassable by and for all races.
What I mean is this:
As of now, all races can harass the zerg macro mechanic by sniping the queen. Or feedback or EMP it. T can harass the T and P macro mechanics by EMP'ing nexi/cc's.
What I would like to see is for feedback to work on buildings, and for contaminate to also drain energy from buildings.

I think this would result in interesting play as SC2 tightens up over the coming years, and harassment and chipping away at your opponent becomes more important. And as it is now, Z's macro mechanic is the one most exposed, while as only T can actively effect it for all races with EMP.

I would like to hear your thoughts on this.

As for the whole Ghost vP discussion, I have this suggestion: Move feedback to the phoenix. Lower on the tech tree. Ghosts will have an advantage in range, but phoenixes will have the advantage in speed and mobility.

Umm.. but you can snipe MULEs just like you can snipe Queens..
Always looking for practice partners. EU: andy.1535
ShootingStars
Profile Joined August 2010
1475 Posts
September 18 2011 17:42 GMT
#2107
On September 19 2011 02:41 DarkPlasmaBall wrote:
Show nested quote +
On September 19 2011 02:34 sjschmidt93 wrote:
On September 19 2011 02:32 Novalisk wrote:
The issue as I see it is that Terran can safely remain on less bases longer than the other races. This seems like a design issue more than a balance one, which explains why Blizzard is taking their time addressing this.

Personally I'd like it if Terran had to risk more in order to get their current mineral income, but I'm no expert.


As well as more scv's. Terrans know they only need 50-60 workers at most (and even less as time goes on) while other races need 70+ the entire game.


I'm sorry, but late once terrans learn to abuse command centers (both orbitals and planetaries) no one will be able to beat them in games that go over like ~25 minutes.


True... I remember when Boxer (and a few other Terrans) made extra OCs just for the free energy and converted nearly all of their miners to MULEs and threw away all their SCVs. And they were riiiich.

To be able to have 180 supply in army, against a normal 130 supply army (since you'll normally get 70 or so workers in a game) is a crazy advantage.

Yeah, exactly. The mule even makes up the cost of the OC in a few minutes... jeebus.
Aborash
Profile Joined June 2009
65 Posts
September 18 2011 17:42 GMT
#2108
On September 19 2011 02:33 Bagi wrote:

So he makes a rant about only terrans being able to work with huge worker deficits and calls it broken, and its actually NOT about the mule?


No.

You can check last 10-12 post to know why.


On September 19 2011 02:33 Bagi wrote:
There's no reasoning with someone who just wants to be right.


You rent reasoning at all, you just want to bring the conversation and reduce the problem to mules.
Novalisk
Profile Blog Joined February 2011
Israel1818 Posts
September 18 2011 17:43 GMT
#2109
On September 19 2011 02:34 clanbrown wrote:
you know if you see a bunch of mules mining out a gold base....you could harass that base and kill the mules......might help


That's true, but you have a very small window of time to find out before any form of harassment loses its effectiveness.

I personally think the other races harassment options could use a buff, but Blizzard is buffing Warp Prisms next patch. Hopefully the same comes for Nydus worms.
/commercial
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
September 18 2011 17:46 GMT
#2110
On September 19 2011 02:33 dhe95 wrote:
Show nested quote +
On September 19 2011 01:58 SeaSwift wrote:
On September 19 2011 01:48 Bagi wrote:
Terran is not equal and generally does not win with less than half economy. They can pull out a miracle win every now and then, but there are other factors involved that have to tip the game to the terrans favor. Saying (and possibly believing) otherwise is unbelievably ignorant.


Perhaps not in macro games, but when going the infamous 1-1-1 (see: MC vs PuMa etc) it is definitely possible, and even perhaps normal, for a Terran to win the less than half the economy. I maintain that PuMa SHOULD NOT HAVE WON that first game, he got severely outplayed and still crushed MC.

EDIT: I do, however, agree that it isn't the Mules that are the problem. It is the cost-efficiency of Marines and the cost-inefficiency of Stalkers from Protoss. It isn't that the Terran economy is so much better, it is that the Terran ARMY is so much better.

MC threw that game away, puma didn't win, mc gave him that win.


The 1-1-1 is supposed to be an all-in. The second attack should NEVER have happened. MC crushed the first attack and played perfectly up until the second attack, where he engaged in a less than favourable position and lost the whole game. PuMa was outplayed completely up to that point. He did not expand after the first attack failed, barely microed, positioned his tanks badly, got supply blocked and didn't react to MC's play at all. Oh, and let MC's probe into his base to confirm that he was going 1-1-1, upon which MC reacted as best he could.

On September 19 2011 02:33 dhe95 wrote:
Have any other examples, or are you basing your entire argument off one game?


Why yes, since you are asking so kindly, there are quite a few games from MC's stream (OGS-SK) which was on TL not long ago. There are also a number of games in the GSL and other games in IEM I believe I can point you to, should you so desire. Might need to give me some time though, I don't want to give you mediocre ones.

Oh, also, there is no problem with basing an entire argument off one game if that game proves undoubtedly your argument. Which I believe this one does.

On September 19 2011 02:33 dhe95 wrote: Many people can complain how they kill 10 drones with a drop and 2 minutes later zerg is ahead in workers yet again because of larva injects. Should we remove mules and injects now too?


First sentence is Argument by Association, which is a type of logical fallacy. The second sentence is a Straw Man argument (I did not say we should remove Mules or injects), which I'm sure you'll be happy to know is also a type of logical fallacy.

Happy times all around.
hugman
Profile Joined June 2009
Sweden4644 Posts
September 18 2011 17:54 GMT
#2111
The ability for Terran to make comebacks is just indicative of the race not being as frail as the other two. It takes less for P & Z to get into an unrecoverable position than it does for T. It's a combination of many things, MULEs mean your economy can still be okay even after worker losses and the extreme harass potential of BFH and Marine drops give you decent chances at equalizing the game. The ability to turtle means you can drag the game out and that simply means more opportunities for your opponent to make a mistake which is an important point. Terran will never win from behind without the opponent making mistakes and the player who makes the least mistakes will win, but mistakes are often more costly for Z & P. Missing a drop that snipes a tech structure can be all it takes for a comeback.
aktivb
Profile Joined September 2011
Norway7 Posts
September 18 2011 17:54 GMT
#2112
On September 19 2011 02:41 andycz wrote:
Show nested quote +
On September 19 2011 02:38 aktivb wrote:
I want to expand a bit on the whole mule discussion.

The mule is a part of the new macro mechanics introduced in SC2 (Inject/Chrono/Mule).
I would like for the new macro mechanics to be harassable by and for all races.
What I mean is this:
As of now, all races can harass the zerg macro mechanic by sniping the queen. Or feedback or EMP it. T can harass the T and P macro mechanics by EMP'ing nexi/cc's.
What I would like to see is for feedback to work on buildings, and for contaminate to also drain energy from buildings.

I think this would result in interesting play as SC2 tightens up over the coming years, and harassment and chipping away at your opponent becomes more important. And as it is now, Z's macro mechanic is the one most exposed, while as only T can actively effect it for all races with EMP.

I would like to hear your thoughts on this.

Umm.. but you can snipe MULEs just like you can snipe Queens..


That is not the same, since the queen is, sort of, the cause of the mechanic, whereas the mule is the result of it. Killing a queen means no inject, no heal, no creep. Draining an orbital means no mules, no scans, no depodrops.
infectedone
Profile Joined May 2011
United Kingdom4 Posts
September 18 2011 18:03 GMT
#2113
On September 19 2011 02:54 aktivb wrote:
Show nested quote +
On September 19 2011 02:41 andycz wrote:
On September 19 2011 02:38 aktivb wrote:
I want to expand a bit on the whole mule discussion.

The mule is a part of the new macro mechanics introduced in SC2 (Inject/Chrono/Mule).
I would like for the new macro mechanics to be harassable by and for all races.
What I mean is this:
As of now, all races can harass the zerg macro mechanic by sniping the queen. Or feedback or EMP it. T can harass the T and P macro mechanics by EMP'ing nexi/cc's.
What I would like to see is for feedback to work on buildings, and for contaminate to also drain energy from buildings.

I think this would result in interesting play as SC2 tightens up over the coming years, and harassment and chipping away at your opponent becomes more important. And as it is now, Z's macro mechanic is the one most exposed, while as only T can actively effect it for all races with EMP.

I would like to hear your thoughts on this.

Umm.. but you can snipe MULEs just like you can snipe Queens..


That is not the same, since the queen is, sort of, the cause of the mechanic, whereas the mule is the result of it. Killing a queen means no inject, no heal, no creep. Draining an orbital means no mules, no scans, no depodrops.


To be honest you can not compair them in this manner. All 3 of the mechanic's are so different in certain areas, but with regards to harass all the races have something different. Queens can be sniped which can put z WAY behind. Mules can be killed but they are a product of the cc so killing it doesnt put the terren behind at that much and to be honest if you are able to "snipe" a mule, your probably going to lose those units you used anyway so it wont be so crippleing to your opponent. Finally with P you just cant harass chrono short of killing the nexus. Due to this saying things like "Umm..but you can snipe Mules [like queens]" is pretty redundant
freetgy
Profile Joined November 2010
1720 Posts
September 18 2011 18:11 GMT
#2114
On September 19 2011 03:03 infectedone wrote:
To be honest you can not compair them in this manner. All 3 of the mechanic's are so different in certain areas, but with regards to harass all the races have something different. Queens can be sniped which can put z WAY behind. Mules can be killed but they are a product of the cc so killing it doesnt put the terren behind at that much and to be honest if you are able to "snipe" a mule, your probably going to lose those units you used anyway so it wont be so crippleing to your opponent. Finally with P you just cant harass chrono short of killing the nexus. Due to this saying things like "Umm..but you can snipe Mules [like queens]" is pretty redundant


well you can EMP a Nexus, not like anyone would do it as chronoboost is the worst macromechanic of the 3
aktivb
Profile Joined September 2011
Norway7 Posts
September 18 2011 18:16 GMT
#2115
On September 19 2011 03:03 infectedone wrote:
Show nested quote +
On September 19 2011 02:54 aktivb wrote:
On September 19 2011 02:41 andycz wrote:
On September 19 2011 02:38 aktivb wrote:
I want to expand a bit on the whole mule discussion.

The mule is a part of the new macro mechanics introduced in SC2 (Inject/Chrono/Mule).
I would like for the new macro mechanics to be harassable by and for all races.
What I mean is this:
As of now, all races can harass the zerg macro mechanic by sniping the queen. Or feedback or EMP it. T can harass the T and P macro mechanics by EMP'ing nexi/cc's.
What I would like to see is for feedback to work on buildings, and for contaminate to also drain energy from buildings.

I think this would result in interesting play as SC2 tightens up over the coming years, and harassment and chipping away at your opponent becomes more important. And as it is now, Z's macro mechanic is the one most exposed, while as only T can actively effect it for all races with EMP.

I would like to hear your thoughts on this.

Umm.. but you can snipe MULEs just like you can snipe Queens..


That is not the same, since the queen is, sort of, the cause of the mechanic, whereas the mule is the result of it. Killing a queen means no inject, no heal, no creep. Draining an orbital means no mules, no scans, no depodrops.


To be honest you can not compair them in this manner. All 3 of the mechanic's are so different in certain areas, but with regards to harass all the races have something different. Queens can be sniped which can put z WAY behind. Mules can be killed but they are a product of the cc so killing it doesnt put the terren behind at that much and to be honest if you are able to "snipe" a mule, your probably going to lose those units you used anyway so it wont be so crippleing to your opponent. Finally with P you just cant harass chrono short of killing the nexus. Due to this saying things like "Umm..but you can snipe Mules [like queens]" is pretty redundant


Sure you can harass chrono, you can preemptively emp the nexus, or you can contaminate the building being chronoed.

Really, if T is able to ditch SCV's lategame and run on nearly all mules, thereby getting a 30+ food army advantage, there should be an answer to this. Like draining orbitals of energy. And that is another type of answer than 'nerf mules'.
hysterial
Profile Joined April 2011
United States2044 Posts
September 18 2011 18:17 GMT
#2116
Terran has a higher supply count in army late game, protoss as an instant reinforce ability. I feel that specific part of the matchup seems fair for the most part. Most TvP games arent even getting that far though.
dhe95
Profile Blog Joined December 2008
United States1213 Posts
September 18 2011 18:36 GMT
#2117
On September 19 2011 02:46 SeaSwift wrote:
Show nested quote +
On September 19 2011 02:33 dhe95 wrote:
On September 19 2011 01:58 SeaSwift wrote:
On September 19 2011 01:48 Bagi wrote:
Terran is not equal and generally does not win with less than half economy. They can pull out a miracle win every now and then, but there are other factors involved that have to tip the game to the terrans favor. Saying (and possibly believing) otherwise is unbelievably ignorant.


Perhaps not in macro games, but when going the infamous 1-1-1 (see: MC vs PuMa etc) it is definitely possible, and even perhaps normal, for a Terran to win the less than half the economy. I maintain that PuMa SHOULD NOT HAVE WON that first game, he got severely outplayed and still crushed MC.

EDIT: I do, however, agree that it isn't the Mules that are the problem. It is the cost-efficiency of Marines and the cost-inefficiency of Stalkers from Protoss. It isn't that the Terran economy is so much better, it is that the Terran ARMY is so much better.

MC threw that game away, puma didn't win, mc gave him that win.


The 1-1-1 is supposed to be an all-in. The second attack should NEVER have happened. MC crushed the first attack and played perfectly up until the second attack, where he engaged in a less than favourable position and lost the whole game. PuMa was outplayed completely up to that point. He did not expand after the first attack failed, barely microed, positioned his tanks badly, got supply blocked and didn't react to MC's play at all. Oh, and let MC's probe into his base to confirm that he was going 1-1-1, upon which MC reacted as best he could.

Show nested quote +
On September 19 2011 02:33 dhe95 wrote:
Have any other examples, or are you basing your entire argument off one game?


Why yes, since you are asking so kindly, there are quite a few games from MC's stream (OGS-SK) which was on TL not long ago. There are also a number of games in the GSL and other games in IEM I believe I can point you to, should you so desire. Might need to give me some time though, I don't want to give you mediocre ones.

Oh, also, there is no problem with basing an entire argument off one game if that game proves undoubtedly your argument. Which I believe this one does.

Show nested quote +
On September 19 2011 02:33 dhe95 wrote: Many people can complain how they kill 10 drones with a drop and 2 minutes later zerg is ahead in workers yet again because of larva injects. Should we remove mules and injects now too?


First sentence is Argument by Association, which is a type of logical fallacy. The second sentence is a Straw Man argument (I did not say we should remove Mules or injects), which I'm sure you'll be happy to know is also a type of logical fallacy.

Happy times all around.

If you watch the MC vs Puma game, you will see after MC held off the push, he built a nexus, some observers, some zealots, 2 immortals, and teched to charge (which did not finish). His second nexus was barely up and his charge was not finished. Meanwhile Puma continued to build off one base, making this push his last. Charge was not done and his nexus had not been up for long. Simply put, he stopped building units and went for tech + an expansion, giving Puma the timing window he exploited. MC was only ahead in supply because of his probe advantage, and he decided to spend his money on tech that did not finish. Then during the battle MC decides to engage in that small choke where the siege tanks would be extremely effective.

You can find games where a Terran uses mules to come back from behind, but I can easily find more games that Terran can't make a comeback in. Comebacks happen with all races, it's just that it is safer to mule than it is to go DT to attempt a comeback, for example. That doesn't mean that there is a problem with mules, since each race has advantages and disadvantages in different parts of the game.
aktivb
Profile Joined September 2011
Norway7 Posts
September 18 2011 18:53 GMT
#2118
On September 19 2011 03:17 hysterial wrote:
Terran has a higher supply count in army late game, protoss as an instant reinforce ability. I feel that specific part of the matchup seems fair for the most part. Most TvP games arent even getting that far though.


I'm not talking about lategame TvP specifically.

I saw a certain match in GomTVs AOL. Coming back from 5 vs 29 workers is not to come back from behind, it is to come back from the dead. There also was a similar scenario and outcome in the next group. I am not alone in thinking that there is an issue there. Z can actually deal with this since you cant call down mules with a contaminated cc.

As a general approach in balancing, I would rather see options for players to actively mess with the macro mechanics than then mechanics themselves being nerfed into impotence.
Neelia
Profile Joined September 2010
Germany599 Posts
September 18 2011 19:23 GMT
#2119
On September 19 2011 01:04 TRAP[yoo] wrote:
Show nested quote +
On September 19 2011 00:08 -Archangel- wrote:
I would say marines are too good before and after stim. Also Ghosts are too good (both snipe and emp).
I would reduce marine damage or dps but give them 5 more health to begin with. Then shield upgrade would give them only +5.

As for ghosts, snipe needs to have a cooldown and emp a bit smaller radius.


ye thought about a similar thing yesterday. its obviously related to bw but whatever...
take combatshields away and give them the range upgrade they had in sc1. that would give stalkers an edge early on i guess. althou it probably would be a useless change in the longrun :-/

edit: and in bw the marine was very strong aswell...think about deep six in TvP.


Stalkers already have the edge early on due to their longer range?
sjschmidt93
Profile Joined April 2010
United States2518 Posts
Last Edited: 2011-09-18 19:29:31
September 18 2011 19:27 GMT
#2120
I like the idea of giving marines a range upgrade just to make it easier to scout Terrans. PvT is very coin-flippy when you don't know gas timings.

and keep their range at 6 in bunkers no matter what so stalker pressure isn't broken.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
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