• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:27
CEST 13:27
KST 20:27
  • 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
Serral wins Maestros of the Game 226ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon415.0.16 Hotfix (June 30) - Balance + Bug Fixes40Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation0
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) 5.0.16 Hotfix (June 30) - Balance + Bug Fixes Weekly Cups (June 29-July 5): Solar Doubles MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon Is the larve respawn broken?
Tourneys
HomeStory Cup 29 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event Vespene Cup #1 — $300+ USD, July 10 Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Starcraft vs Retro Category on Twitch Data needed Snow On New ASL S22 Map, Zerg Nerf ASL 22 Proposed Map Pool
Tourneys
CSLAN 4 is Coming! Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV Summer Games Done Quick 2026! ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Cricket [SPORT]
World Cup 2022
Tech Support
FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3495 users

Designated Balance Discussion Thread - Page 1147

Forum Index > SC2 General
Post a Reply
Prev 1 1145 1146 1147 1148 1149 1266 Next
Rainmansc
Profile Joined August 2011
Netherlands216 Posts
October 15 2014 09:37 GMT
#22921
On October 15 2014 18:20 SC2Toastie wrote:
Show nested quote +
On October 15 2014 17:50 Rainmansc wrote:
On October 15 2014 16:31 SC2Toastie wrote:
On October 15 2014 16:12 Thieving Magpie wrote:
On October 15 2014 15:24 brickrd wrote:
advice like "do a flank!" is something that could potentially help a plat or diamond player with decent macro who plays against terrans who don't position well, but it has really no impact or relevancy to high level play. since ling bane is a melee composition, cutesy overmicro against mines is something that loses games against the best terrans, not something that helps or wins games. sure, if you can completely surprise a terran with a 270 degree double or triple angled attack that's going to help your chances, but competent terrans know from the loading screen exactly where they're going to funnel into the 4th base and will always move off of creep to take good engagements like Heart did in WCS. you don't "just flank" a good terran to kill bio, and terrans suggesting flanks just shows that they don't really understand what works against their style at all


Flanks were important in the Losira/DRG/Stephano hayday of mass ling/bane compositions vs Bio/Tank wherein the flank was an important way to mitigate siege tank splash as well as the best way to engage an immobile tank based composition.

The short range nature of mines means that it doesn't matter which direction you engage and hence a frontal attack in combination with delayed banes (popularized when day9 did a brief analysis of Scarlet's play doing it) allows for faster upgrades and/or more mutas.

IE, flanks only work when there are things to flank (like the Siege Tanks behind Marines. When all the enemy units are about the same range and all have the same importance, it doesnt matter which dies first so a frontal assault is better since it allows you more freedom for the non-combat aspects of the game during the engagements (such as injects and creep spread)

Flanks give you a much better surround, faster, and also massively decrease the splitting potential for T.

This sounds good in theory. But all this is not really relevant, since Terrans have figured out not to attack on creep. So basicly if you try to flank from a side without creep, youre only hurting yourself.

Nope.

The problem with going off creep is that Stimmed Marines suddenly can kite verse Banelings.

Stimmed Marines ain't kiting when they can't move.

Its not only the Marines. The mines work alot better vs off-creep units.
Trust me zerg players aren't stuppid. Unless youve played on the level and experienced it, i think you canno't make those statements.
Big J
Profile Joined March 2011
Austria16289 Posts
October 15 2014 09:56 GMT
#22922
The main problem is that you usually dont have the time. And when you have the time, the Terran isn't stupid enough to sit in the open, but rather will try to sit behind or in front of a choke point. You often have to cross half of the map (overgrowth, KSS, Foxtrot... just think about their 3rd/4th base locations) to set up an actual flank from the back. Yeah, longs are pretty mobile, but they don't teleport and they still are needed in large numbers in front of the Terran to prevent a plain snipe of your hatchery.
But that aside, as great as flanks are, they don't decide battles against 4M. If you can't defuse the mines it doesnt matter if you attack all front or 360degree, you just can't win when charging in.
While, if you defuse the mines efficiently, the Terran must lift anyways or he'll lose.
HellHound
Profile Joined September 2014
Bulgaria5962 Posts
October 15 2014 10:13 GMT
#22923
On October 15 2014 18:37 Rainmansc wrote:
Show nested quote +
On October 15 2014 18:20 SC2Toastie wrote:
On October 15 2014 17:50 Rainmansc wrote:
On October 15 2014 16:31 SC2Toastie wrote:
On October 15 2014 16:12 Thieving Magpie wrote:
On October 15 2014 15:24 brickrd wrote:
advice like "do a flank!" is something that could potentially help a plat or diamond player with decent macro who plays against terrans who don't position well, but it has really no impact or relevancy to high level play. since ling bane is a melee composition, cutesy overmicro against mines is something that loses games against the best terrans, not something that helps or wins games. sure, if you can completely surprise a terran with a 270 degree double or triple angled attack that's going to help your chances, but competent terrans know from the loading screen exactly where they're going to funnel into the 4th base and will always move off of creep to take good engagements like Heart did in WCS. you don't "just flank" a good terran to kill bio, and terrans suggesting flanks just shows that they don't really understand what works against their style at all


Flanks were important in the Losira/DRG/Stephano hayday of mass ling/bane compositions vs Bio/Tank wherein the flank was an important way to mitigate siege tank splash as well as the best way to engage an immobile tank based composition.

The short range nature of mines means that it doesn't matter which direction you engage and hence a frontal attack in combination with delayed banes (popularized when day9 did a brief analysis of Scarlet's play doing it) allows for faster upgrades and/or more mutas.

IE, flanks only work when there are things to flank (like the Siege Tanks behind Marines. When all the enemy units are about the same range and all have the same importance, it doesnt matter which dies first so a frontal assault is better since it allows you more freedom for the non-combat aspects of the game during the engagements (such as injects and creep spread)

Flanks give you a much better surround, faster, and also massively decrease the splitting potential for T.

This sounds good in theory. But all this is not really relevant, since Terrans have figured out not to attack on creep. So basicly if you try to flank from a side without creep, youre only hurting yourself.

Nope.

The problem with going off creep is that Stimmed Marines suddenly can kite verse Banelings.

Stimmed Marines ain't kiting when they can't move.

Its not only the Marines. The mines work alot better vs off-creep units.
Trust me zerg players aren't stuppid. Unless youve played on the level and experienced it, i think you canno't make those statements.

To elaborate as to why mines work better off creep, it has to do with their targeting system.
When mines target something they have a lock down period that lasts around 1.25-1.5 sec (don't know exactly)
If a unit leaves their range before that period they stop targetting that unit, because of that sometimes you can see lings on creep running almost directly over the mine without triggering it.
It is possible for banes to do it around the edges of the mine range as well.
A much more dangerous scenario for the terran is that mines go off just as the unit runs past them, because marines are there and they are likely to take a bunch of the splash, this plays a big reason as to why fights ass deep on creep tend to end horribly for the terran.
Classic GosoO |sOs| Everyone has to give in, let Life win | Zest Is The Best | Roach Cultist | I recognize the might and wisdom of my Otherworldly overlord | Air vs Air 200/200 SC2 is best SC2 | PRIME has been robbed | Fuck prime go ST | ROACH ROACH ROACH
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-10-15 10:14:35
October 15 2014 10:14 GMT
#22924
Maybe Blizzard should do this:

Hive: Requirements:
  • Lair
  • Infestation Pit or Spire or Hydralisk Den

It makes zerg tech more readable and the transition to hive more reasonable. After all, why should you be discriminated against for choosing hydralisks or mutalisks as your T2 tech option? This way you'll know that zerg can transition to T3 at any time without being caught off-guard by a hidden infestation pit. And now you can more easily keep up with upgrades while defending with mutalisks against a parade push.
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.
deacon.frost
Profile Joined February 2013
Czech Republic12131 Posts
Last Edited: 2014-10-15 10:28:54
October 15 2014 10:28 GMT
#22925
On October 15 2014 19:14 Grumbels wrote:
Maybe Blizzard should do this:

Hive: Requirements:
  • Lair
  • Infestation Pit or Spire or Hydralisk Den

It makes zerg tech more readable and the transition to hive more reasonable. After all, why should you be discriminated against for choosing hydralisks or mutalisks as your T2 tech option? This way you'll know that zerg can transition to T3 at any time without being caught off-guard by a hidden infestation pit. And now you can more easily keep up with upgrades while defending with mutalisks against a parade push.

You can say the same about roach warren vs swimming pool I would rather see some "discount" when you make 10 banelings or more at once.

Or maybe some return factor, like from a baneling which hits a unit or a structure you receive back some gas when from baneling which just dies you receive nothing. This way one borrowed baneling can return more gas than it was worth where a baneling a-move off creep into the mine would return nothing. This way we promote better player. The question is if they would use this gas to build more mutas or to build the Pit. I think we both know the answer
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 15 2014 10:49 GMT
#22926
On October 15 2014 18:37 Rainmansc wrote:
Show nested quote +
On October 15 2014 18:20 SC2Toastie wrote:
On October 15 2014 17:50 Rainmansc wrote:
On October 15 2014 16:31 SC2Toastie wrote:
On October 15 2014 16:12 Thieving Magpie wrote:
On October 15 2014 15:24 brickrd wrote:
advice like "do a flank!" is something that could potentially help a plat or diamond player with decent macro who plays against terrans who don't position well, but it has really no impact or relevancy to high level play. since ling bane is a melee composition, cutesy overmicro against mines is something that loses games against the best terrans, not something that helps or wins games. sure, if you can completely surprise a terran with a 270 degree double or triple angled attack that's going to help your chances, but competent terrans know from the loading screen exactly where they're going to funnel into the 4th base and will always move off of creep to take good engagements like Heart did in WCS. you don't "just flank" a good terran to kill bio, and terrans suggesting flanks just shows that they don't really understand what works against their style at all


Flanks were important in the Losira/DRG/Stephano hayday of mass ling/bane compositions vs Bio/Tank wherein the flank was an important way to mitigate siege tank splash as well as the best way to engage an immobile tank based composition.

The short range nature of mines means that it doesn't matter which direction you engage and hence a frontal attack in combination with delayed banes (popularized when day9 did a brief analysis of Scarlet's play doing it) allows for faster upgrades and/or more mutas.

IE, flanks only work when there are things to flank (like the Siege Tanks behind Marines. When all the enemy units are about the same range and all have the same importance, it doesnt matter which dies first so a frontal assault is better since it allows you more freedom for the non-combat aspects of the game during the engagements (such as injects and creep spread)

Flanks give you a much better surround, faster, and also massively decrease the splitting potential for T.

This sounds good in theory. But all this is not really relevant, since Terrans have figured out not to attack on creep. So basicly if you try to flank from a side without creep, youre only hurting yourself.

Nope.

The problem with going off creep is that Stimmed Marines suddenly can kite verse Banelings.

Stimmed Marines ain't kiting when they can't move.

Its not only the Marines. The mines work alot better vs off-creep units.
Trust me zerg players aren't stuppid. Unless youve played on the level and experienced it, i think you canno't make those statements.


I know Zerg aren't stupid. I play Zerg. Flanking is hard.

But arguing that flanking a Terran army off-creep is worse than a frontal engagement on creep is borderline silly.

If your army is split on two sides of Terran, Mine AOE is going to deal less damage on your units because there are less. In fact, off creep Zerglings are better at baiting mines IMO because there's less chance they'll run past.

Also, obligatory response;
Unless YOU have player on the level, you cannot make statements about Flanks being less effective.
On October 15 2014 19:13 HellHound wrote:
Show nested quote +
On October 15 2014 18:37 Rainmansc wrote:
On October 15 2014 18:20 SC2Toastie wrote:
On October 15 2014 17:50 Rainmansc wrote:
On October 15 2014 16:31 SC2Toastie wrote:
On October 15 2014 16:12 Thieving Magpie wrote:
On October 15 2014 15:24 brickrd wrote:
advice like "do a flank!" is something that could potentially help a plat or diamond player with decent macro who plays against terrans who don't position well, but it has really no impact or relevancy to high level play. since ling bane is a melee composition, cutesy overmicro against mines is something that loses games against the best terrans, not something that helps or wins games. sure, if you can completely surprise a terran with a 270 degree double or triple angled attack that's going to help your chances, but competent terrans know from the loading screen exactly where they're going to funnel into the 4th base and will always move off of creep to take good engagements like Heart did in WCS. you don't "just flank" a good terran to kill bio, and terrans suggesting flanks just shows that they don't really understand what works against their style at all


Flanks were important in the Losira/DRG/Stephano hayday of mass ling/bane compositions vs Bio/Tank wherein the flank was an important way to mitigate siege tank splash as well as the best way to engage an immobile tank based composition.

The short range nature of mines means that it doesn't matter which direction you engage and hence a frontal attack in combination with delayed banes (popularized when day9 did a brief analysis of Scarlet's play doing it) allows for faster upgrades and/or more mutas.

IE, flanks only work when there are things to flank (like the Siege Tanks behind Marines. When all the enemy units are about the same range and all have the same importance, it doesnt matter which dies first so a frontal assault is better since it allows you more freedom for the non-combat aspects of the game during the engagements (such as injects and creep spread)

Flanks give you a much better surround, faster, and also massively decrease the splitting potential for T.

This sounds good in theory. But all this is not really relevant, since Terrans have figured out not to attack on creep. So basicly if you try to flank from a side without creep, youre only hurting yourself.

Nope.

The problem with going off creep is that Stimmed Marines suddenly can kite verse Banelings.

Stimmed Marines ain't kiting when they can't move.

Its not only the Marines. The mines work alot better vs off-creep units.
Trust me zerg players aren't stuppid. Unless youve played on the level and experienced it, i think you canno't make those statements.

To elaborate as to why mines work better off creep, it has to do with their targeting system.
When mines target something they have a lock down period that lasts around 1.25-1.5 sec (don't know exactly)
If a unit leaves their range before that period they stop targetting that unit, because of that sometimes you can see lings on creep running almost directly over the mine without triggering it.
It is possible for banes to do it around the edges of the mine range as well.
A much more dangerous scenario for the terran is that mines go off just as the unit runs past them, because marines are there and they are likely to take a bunch of the splash, this plays a big reason as to why fights ass deep on creep tend to end horribly for the terran.
I know how mines work. Thanks.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
Last Edited: 2014-10-15 11:05:03
October 15 2014 11:04 GMT
#22927
Anyways, we've had a lot of discussion on stats being good, bad, shit, cherrypicked, bullshit, excellent, handmade, alligulaced, etcetera.

People are not going to agree on stats anytime soon.

I think I can speak for the objective majority here when I state:
In the current metagame, the recently buffed Widow Mine appears to be very strong. However, it's volatile nature makes it very hard to find definitive proof on it's strenght and importance.

Point is, Terran needs some sort of AOE to support the Marines (the only versatile unit in the Terran arsenal). Whether we like it or not, these are the facts.

Now, there's a couple of ways of dealing with the Widow Mines. I don't necessarily think they should be weaker. I'd like to tackle their survivability. 2/3 mines are not a problem. It's the bigger, snowballing clumps that start firing multiple shots that make the game messy.

    I propose:
  • Widow Mine Target Priority back to 20 from 19.
    This makes the Mines die to shit around them, instead of mess with pathing and being generally awkward. They're small units, very hard to accurately click all the time in a fast-paced matchup as ZvT is.
  • Widow Mine is no longer immune to Widow Mine Splash.
    What this will again do, is make the massive clumps of mines die A LOT faster. Widow Mines kill each other in 3 shots. This will, in my opinion, affect TvP more than it will TvZ. Zealots all of a sudden deal with Mines less unreasonable. Zerglings and Banelings tend to move out of range fast enough, but every shot on a Zealot will cause friendly fire on the Mines themselves. Templar Opening Reborn!?
    Alternatively:
  • Widow Mine Health reduced to 80.
    Why 80? Psionic Storm deals 80 damage, thus killing a mine. This transforms Mines' role in the army more into timed support. They're excellent against Zealots and Archons, but once Storm finishes, it'll be very hard to make them work effectively. Additionally, Banelings now 2- shot mines after +2. Trading 100/50 for 75/25 is a lot more reasonable, keeping in mind reproducability. This way, Zerg actually has a reasonable way to kill Mines scathered around when detection is scarce. Additionally, this gives Zerg a very powerful window for aggression or teching between +2 attack for Zerg finishing and 3/3 for Terran completing. The weakness at 3/3 won't be as large either, as Mines will die faster. Will this force Terran into Mine openings into Hellbat Thor lategames? Maybe. Exciting!!!


What do you guys think of this? I think discussion actual options makes more sense, is more fun and more constructive than bashing each other around.

Kind regards!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Swisslink
Profile Joined March 2011
2956 Posts
Last Edited: 2014-10-15 11:09:59
October 15 2014 11:06 GMT
#22928
On October 15 2014 19:49 SC2Toastie wrote:
Show nested quote +
On October 15 2014 18:37 Rainmansc wrote:
On October 15 2014 18:20 SC2Toastie wrote:
On October 15 2014 17:50 Rainmansc wrote:
On October 15 2014 16:31 SC2Toastie wrote:
On October 15 2014 16:12 Thieving Magpie wrote:
On October 15 2014 15:24 brickrd wrote:
advice like "do a flank!" is something that could potentially help a plat or diamond player with decent macro who plays against terrans who don't position well, but it has really no impact or relevancy to high level play. since ling bane is a melee composition, cutesy overmicro against mines is something that loses games against the best terrans, not something that helps or wins games. sure, if you can completely surprise a terran with a 270 degree double or triple angled attack that's going to help your chances, but competent terrans know from the loading screen exactly where they're going to funnel into the 4th base and will always move off of creep to take good engagements like Heart did in WCS. you don't "just flank" a good terran to kill bio, and terrans suggesting flanks just shows that they don't really understand what works against their style at all


Flanks were important in the Losira/DRG/Stephano hayday of mass ling/bane compositions vs Bio/Tank wherein the flank was an important way to mitigate siege tank splash as well as the best way to engage an immobile tank based composition.

The short range nature of mines means that it doesn't matter which direction you engage and hence a frontal attack in combination with delayed banes (popularized when day9 did a brief analysis of Scarlet's play doing it) allows for faster upgrades and/or more mutas.

IE, flanks only work when there are things to flank (like the Siege Tanks behind Marines. When all the enemy units are about the same range and all have the same importance, it doesnt matter which dies first so a frontal assault is better since it allows you more freedom for the non-combat aspects of the game during the engagements (such as injects and creep spread)

Flanks give you a much better surround, faster, and also massively decrease the splitting potential for T.

This sounds good in theory. But all this is not really relevant, since Terrans have figured out not to attack on creep. So basicly if you try to flank from a side without creep, youre only hurting yourself.

Nope.

The problem with going off creep is that Stimmed Marines suddenly can kite verse Banelings.

Stimmed Marines ain't kiting when they can't move.

Its not only the Marines. The mines work alot better vs off-creep units.
Trust me zerg players aren't stuppid. Unless youve played on the level and experienced it, i think you canno't make those statements.


I know Zerg aren't stupid. I play Zerg. Flanking is hard.

But arguing that flanking a Terran army off-creep is worse than a frontal engagement on creep is borderline silly.

If your army is split on two sides of Terran, Mine AOE is going to deal less damage on your units because there are less. In fact, off creep Zerglings are better at baiting mines IMO because there's less chance they'll run past.

Also, obligatory response;
Unless YOU have player on the level, you cannot make statements about Flanks being less effective.
Show nested quote +
On October 15 2014 19:13 HellHound wrote:
On October 15 2014 18:37 Rainmansc wrote:
On October 15 2014 18:20 SC2Toastie wrote:
On October 15 2014 17:50 Rainmansc wrote:
On October 15 2014 16:31 SC2Toastie wrote:
On October 15 2014 16:12 Thieving Magpie wrote:
On October 15 2014 15:24 brickrd wrote:
advice like "do a flank!" is something that could potentially help a plat or diamond player with decent macro who plays against terrans who don't position well, but it has really no impact or relevancy to high level play. since ling bane is a melee composition, cutesy overmicro against mines is something that loses games against the best terrans, not something that helps or wins games. sure, if you can completely surprise a terran with a 270 degree double or triple angled attack that's going to help your chances, but competent terrans know from the loading screen exactly where they're going to funnel into the 4th base and will always move off of creep to take good engagements like Heart did in WCS. you don't "just flank" a good terran to kill bio, and terrans suggesting flanks just shows that they don't really understand what works against their style at all


Flanks were important in the Losira/DRG/Stephano hayday of mass ling/bane compositions vs Bio/Tank wherein the flank was an important way to mitigate siege tank splash as well as the best way to engage an immobile tank based composition.

The short range nature of mines means that it doesn't matter which direction you engage and hence a frontal attack in combination with delayed banes (popularized when day9 did a brief analysis of Scarlet's play doing it) allows for faster upgrades and/or more mutas.

IE, flanks only work when there are things to flank (like the Siege Tanks behind Marines. When all the enemy units are about the same range and all have the same importance, it doesnt matter which dies first so a frontal assault is better since it allows you more freedom for the non-combat aspects of the game during the engagements (such as injects and creep spread)

Flanks give you a much better surround, faster, and also massively decrease the splitting potential for T.

This sounds good in theory. But all this is not really relevant, since Terrans have figured out not to attack on creep. So basicly if you try to flank from a side without creep, youre only hurting yourself.

Nope.

The problem with going off creep is that Stimmed Marines suddenly can kite verse Banelings.

Stimmed Marines ain't kiting when they can't move.

Its not only the Marines. The mines work alot better vs off-creep units.
Trust me zerg players aren't stuppid. Unless youve played on the level and experienced it, i think you canno't make those statements.

To elaborate as to why mines work better off creep, it has to do with their targeting system.
When mines target something they have a lock down period that lasts around 1.25-1.5 sec (don't know exactly)
If a unit leaves their range before that period they stop targetting that unit, because of that sometimes you can see lings on creep running almost directly over the mine without triggering it.
It is possible for banes to do it around the edges of the mine range as well.
A much more dangerous scenario for the terran is that mines go off just as the unit runs past them, because marines are there and they are likely to take a bunch of the splash, this plays a big reason as to why fights ass deep on creep tend to end horribly for the terran.
I know how mines work. Thanks.



Well, looking at most games against the parade push: Most of the time, Zerg have barely time to morph their Banelings. I doubt they have the time to set up a flank, tbh. But I might be wrong.
Therefore: Yes, IN an engagement, flanks are obviously better. But Zerg might just lose the 4th, while setting it up. And that's a risk, Zerg can't really take, imo. The Terran would just have to react properly and snipe the 4th. Flanks might not be worse in a direct engagement, but they're not worth the risk, imo.

SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 15 2014 11:14 GMT
#22929
On October 15 2014 20:06 Swisslink wrote:
Show nested quote +
On October 15 2014 19:49 SC2Toastie wrote:
On October 15 2014 18:37 Rainmansc wrote:
On October 15 2014 18:20 SC2Toastie wrote:
On October 15 2014 17:50 Rainmansc wrote:
On October 15 2014 16:31 SC2Toastie wrote:
On October 15 2014 16:12 Thieving Magpie wrote:
On October 15 2014 15:24 brickrd wrote:
advice like "do a flank!" is something that could potentially help a plat or diamond player with decent macro who plays against terrans who don't position well, but it has really no impact or relevancy to high level play. since ling bane is a melee composition, cutesy overmicro against mines is something that loses games against the best terrans, not something that helps or wins games. sure, if you can completely surprise a terran with a 270 degree double or triple angled attack that's going to help your chances, but competent terrans know from the loading screen exactly where they're going to funnel into the 4th base and will always move off of creep to take good engagements like Heart did in WCS. you don't "just flank" a good terran to kill bio, and terrans suggesting flanks just shows that they don't really understand what works against their style at all


Flanks were important in the Losira/DRG/Stephano hayday of mass ling/bane compositions vs Bio/Tank wherein the flank was an important way to mitigate siege tank splash as well as the best way to engage an immobile tank based composition.

The short range nature of mines means that it doesn't matter which direction you engage and hence a frontal attack in combination with delayed banes (popularized when day9 did a brief analysis of Scarlet's play doing it) allows for faster upgrades and/or more mutas.

IE, flanks only work when there are things to flank (like the Siege Tanks behind Marines. When all the enemy units are about the same range and all have the same importance, it doesnt matter which dies first so a frontal assault is better since it allows you more freedom for the non-combat aspects of the game during the engagements (such as injects and creep spread)

Flanks give you a much better surround, faster, and also massively decrease the splitting potential for T.

This sounds good in theory. But all this is not really relevant, since Terrans have figured out not to attack on creep. So basicly if you try to flank from a side without creep, youre only hurting yourself.

Nope.

The problem with going off creep is that Stimmed Marines suddenly can kite verse Banelings.

Stimmed Marines ain't kiting when they can't move.

Its not only the Marines. The mines work alot better vs off-creep units.
Trust me zerg players aren't stuppid. Unless youve played on the level and experienced it, i think you canno't make those statements.


I know Zerg aren't stupid. I play Zerg. Flanking is hard.

But arguing that flanking a Terran army off-creep is worse than a frontal engagement on creep is borderline silly.

If your army is split on two sides of Terran, Mine AOE is going to deal less damage on your units because there are less. In fact, off creep Zerglings are better at baiting mines IMO because there's less chance they'll run past.

Also, obligatory response;
Unless YOU have player on the level, you cannot make statements about Flanks being less effective.
On October 15 2014 19:13 HellHound wrote:
On October 15 2014 18:37 Rainmansc wrote:
On October 15 2014 18:20 SC2Toastie wrote:
On October 15 2014 17:50 Rainmansc wrote:
On October 15 2014 16:31 SC2Toastie wrote:
On October 15 2014 16:12 Thieving Magpie wrote:
On October 15 2014 15:24 brickrd wrote:
advice like "do a flank!" is something that could potentially help a plat or diamond player with decent macro who plays against terrans who don't position well, but it has really no impact or relevancy to high level play. since ling bane is a melee composition, cutesy overmicro against mines is something that loses games against the best terrans, not something that helps or wins games. sure, if you can completely surprise a terran with a 270 degree double or triple angled attack that's going to help your chances, but competent terrans know from the loading screen exactly where they're going to funnel into the 4th base and will always move off of creep to take good engagements like Heart did in WCS. you don't "just flank" a good terran to kill bio, and terrans suggesting flanks just shows that they don't really understand what works against their style at all


Flanks were important in the Losira/DRG/Stephano hayday of mass ling/bane compositions vs Bio/Tank wherein the flank was an important way to mitigate siege tank splash as well as the best way to engage an immobile tank based composition.

The short range nature of mines means that it doesn't matter which direction you engage and hence a frontal attack in combination with delayed banes (popularized when day9 did a brief analysis of Scarlet's play doing it) allows for faster upgrades and/or more mutas.

IE, flanks only work when there are things to flank (like the Siege Tanks behind Marines. When all the enemy units are about the same range and all have the same importance, it doesnt matter which dies first so a frontal assault is better since it allows you more freedom for the non-combat aspects of the game during the engagements (such as injects and creep spread)

Flanks give you a much better surround, faster, and also massively decrease the splitting potential for T.

This sounds good in theory. But all this is not really relevant, since Terrans have figured out not to attack on creep. So basicly if you try to flank from a side without creep, youre only hurting yourself.

Nope.

The problem with going off creep is that Stimmed Marines suddenly can kite verse Banelings.

Stimmed Marines ain't kiting when they can't move.

Its not only the Marines. The mines work alot better vs off-creep units.
Trust me zerg players aren't stuppid. Unless youve played on the level and experienced it, i think you canno't make those statements.

To elaborate as to why mines work better off creep, it has to do with their targeting system.
When mines target something they have a lock down period that lasts around 1.25-1.5 sec (don't know exactly)
If a unit leaves their range before that period they stop targetting that unit, because of that sometimes you can see lings on creep running almost directly over the mine without triggering it.
It is possible for banes to do it around the edges of the mine range as well.
A much more dangerous scenario for the terran is that mines go off just as the unit runs past them, because marines are there and they are likely to take a bunch of the splash, this plays a big reason as to why fights ass deep on creep tend to end horribly for the terran.
I know how mines work. Thanks.



Well, looking at most games against the parade push: Most of the time, Zerg have barely time to morph their Banelings. I doubt they have the time to set up a flank, tbh. But I might be wrong.
Therefore: Yes, IN an engagement, flanks are obviously better. But Zerg might just lose the 4th, while setting it up. And that's a risk, Zerg can't really take, imo. The Terran would just have to react properly and snipe the 4th. Flanks might not be worse in a direct engagement, but they're not worth the risk, imo.

That's a different discussion obviously. I'd have to look for more examples before I make a statement on that.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-10-15 11:48:18
October 15 2014 11:17 GMT
#22930
On October 15 2014 19:14 Grumbels wrote:
+ Show Spoiler +
Maybe Blizzard should do this:

Hive: Requirements:
  • Lair
  • Infestation Pit or Spire or Hydralisk Den

It makes zerg tech more readable and the transition to hive more reasonable. After all, why should you be discriminated against for choosing hydralisks or mutalisks as your T2 tech option? This way you'll know that zerg can transition to T3 at any time without being caught off-guard by a hidden infestation pit. And now you can more easily keep up with upgrades while defending with mutalisks against a parade push.

On October 15 2014 20:04 SC2Toastie wrote:
+ Show Spoiler +
Anyways, we've had a lot of discussion on stats being good, bad, shit, cherrypicked, bullshit, excellent, handmade, alligulaced, etcetera.

People are not going to agree on stats anytime soon.

I think I can speak for the objective majority here when I state:
In the current metagame, the recently buffed Widow Mine appears to be very strong. However, it's volatile nature makes it very hard to find definitive proof on it's strenght and importance.

Point is, Terran needs some sort of AOE to support the Marines (the only versatile unit in the Terran arsenal). Whether we like it or not, these are the facts.

Now, there's a couple of ways of dealing with the Widow Mines. I don't necessarily think they should be weaker. I'd like to tackle their survivability. 2/3 mines are not a problem. It's the bigger, snowballing clumps that start firing multiple shots that make the game messy.

    I propose:
  • Widow Mine Target Priority back to 20 from 19.
    This makes the Mines die to shit around them, instead of mess with pathing and being generally awkward. They're small units, very hard to accurately click all the time in a fast-paced matchup as ZvT is.
  • Widow Mine is no longer immune to Widow Mine Splash.
    What this will again do, is make the massive clumps of mines die A LOT faster. Widow Mines kill each other in 3 shots. This will, in my opinion, affect TvP more than it will TvZ. Zealots all of a sudden deal with Mines less unreasonable. Zerglings and Banelings tend to move out of range fast enough, but every shot on a Zealot will cause friendly fire on the Mines themselves. Templar Opening Reborn!?
    Alternatively:
  • Widow Mine Health reduced to 80.
    Why 80? Psionic Storm deals 80 damage, thus killing a mine. This transforms Mines' role in the army more into timed support. They're excellent against Zealots and Archons, but once Storm finishes, it'll be very hard to make them work effectively. Additionally, Banelings now 2- shot mines after +2. Trading 100/50 for 75/25 is a lot more reasonable, keeping in mind reproducability. This way, Zerg actually has a reasonable way to kill Mines scathered around when detection is scarce. Additionally, this gives Zerg a very powerful window for aggression or teching between +2 attack for Zerg finishing and 3/3 for Terran completing. The weakness at 3/3 won't be as large either, as Mines will die faster. Will this force Terran into Mine openings into Hellbat Thor lategames? Maybe. Exciting!!!


What do you guys think of this? I think discussion actual options makes more sense, is more fun and more constructive than bashing each other around.

Kind regards!

Thats a great idea!!!
For ZvZ!
But its prolly OP for other matchups, if its not then that would be great, zerg 3/3 won't be as late, and adrenal glands will be big.
But seriously, i would feel bad for protoss, that is not reasonable without further changes.
If a nerf proves to be necessary, but only a small nerf is required, then the widow mine change proposed by SC2Toastie looks good.
Widow mines are still damn good, but terran cannot make a ton of them, since they will start killing each other (specially vs toss). Its also great if templar openings become slightly more viable
edit: I fully support the hive change for LotV since bizz can make other changes to balance things out.
Save zvz plz XD, or maybe it becomes broodlord vs broodlord into corruptor vs corruptor T_T
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
parkufarku
Profile Blog Joined March 2014
882 Posts
October 15 2014 13:26 GMT
#22931
On October 15 2014 20:04 SC2Toastie wrote:
Anyways, we've had a lot of discussion on stats being good, bad, shit, cherrypicked, bullshit, excellent, handmade, alligulaced, etcetera.

People are not going to agree on stats anytime soon.

I think I can speak for the objective majority here when I state:
In the current metagame, the recently buffed Widow Mine appears to be very strong. However, it's volatile nature makes it very hard to find definitive proof on it's strenght and importance.

Point is, Terran needs some sort of AOE to support the Marines (the only versatile unit in the Terran arsenal). Whether we like it or not, these are the facts.

Now, there's a couple of ways of dealing with the Widow Mines. I don't necessarily think they should be weaker. I'd like to tackle their survivability. 2/3 mines are not a problem. It's the bigger, snowballing clumps that start firing multiple shots that make the game messy.

    I propose:
  • Widow Mine Target Priority back to 20 from 19.
    This makes the Mines die to shit around them, instead of mess with pathing and being generally awkward. They're small units, very hard to accurately click all the time in a fast-paced matchup as ZvT is.
  • Widow Mine is no longer immune to Widow Mine Splash.
    What this will again do, is make the massive clumps of mines die A LOT faster. Widow Mines kill each other in 3 shots. This will, in my opinion, affect TvP more than it will TvZ. Zealots all of a sudden deal with Mines less unreasonable. Zerglings and Banelings tend to move out of range fast enough, but every shot on a Zealot will cause friendly fire on the Mines themselves. Templar Opening Reborn!?
    Alternatively:
  • Widow Mine Health reduced to 80.
    Why 80? Psionic Storm deals 80 damage, thus killing a mine. This transforms Mines' role in the army more into timed support. They're excellent against Zealots and Archons, but once Storm finishes, it'll be very hard to make them work effectively. Additionally, Banelings now 2- shot mines after +2. Trading 100/50 for 75/25 is a lot more reasonable, keeping in mind reproducability. This way, Zerg actually has a reasonable way to kill Mines scathered around when detection is scarce. Additionally, this gives Zerg a very powerful window for aggression or teching between +2 attack for Zerg finishing and 3/3 for Terran completing. The weakness at 3/3 won't be as large either, as Mines will die faster. Will this force Terran into Mine openings into Hellbat Thor lategames? Maybe. Exciting!!!


What do you guys think of this? I think discussion actual options makes more sense, is more fun and more constructive than bashing each other around.

Kind regards!


I swear, this is like the first Terran player that I have seen in these 1000 pages of this thread that finally admits that his race could use a (minor) nerf, granted I don't check this thread every page, but still wow.

Props to you man for speaking out and not being driven by self-interested motives.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-15 13:46:33
October 15 2014 13:44 GMT
#22932
On October 15 2014 19:14 Grumbels wrote:
Maybe Blizzard should do this:

Hive: Requirements:
  • Lair
  • Infestation Pit or Spire or Hydralisk Den

It makes zerg tech more readable and the transition to hive more reasonable. After all, why should you be discriminated against for choosing hydralisks or mutalisks as your T2 tech option? This way you'll know that zerg can transition to T3 at any time without being caught off-guard by a hidden infestation pit. And now you can more easily keep up with upgrades while defending with mutalisks against a parade push.


As a Protoss player:

Absolutely not. No way in hell is that fair. Not only does it make Vipers much more easily accessible from Hydras (and reminder, Hydra/Viper allin IS a thing) but also it generally makes it much harder to read what the Zerg is going for which is one of the most important things in PvZ.

Less relevant, but it also makes Ultras more accessible from Mutas, two units that require vastly different responses.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2014-10-15 13:53:33
October 15 2014 13:53 GMT
#22933
Widow Mine Target Priority back to 20 from 19.
This makes the Mines die to !@#$%^&* around them, instead of mess with pathing and being generally awkward. They're small units, very hard to accurately click all the time in a fast-paced matchup as ZvT is.
Widow Mine is no longer immune to Widow Mine Splash.


Don't think this is needed. Your supposed to spread out your army when you engage as zerg, that's why it incentivies micro. If your good enough to focus fire, then that's a reward for the zerg player.

Widow Mine is no longer immune to Widow Mine Splash.
What this will again do, is make the massive clumps of mines die A LOT faster. Widow Mines kill each other in 3 shots. This will, in my opinion, affect TvP more than it will TvZ. Zealots all of a sudden deal with Mines less unreasonable. Zerglings and Banelings tend to move out of range fast enough, but every shot on a Zealot will cause friendly fire on the Mines themselves. Templar Opening Reborn!?


There is already a big penalty for clumping your Widow Mines up. Spreading them up grants you a much better outcome during engagements.

Widow Mine Health reduced to 80.
Why 80? Psionic Storm deals 80 damage, thus killing a mine. This transforms Mines' role in the army more into timed support. They're excellent against Zealots and Archons, but once Storm finishes, it'll be very hard to make them work effectively. Additionally, Banelings now 2- shot mines after +2. Trading 100/50 for 75/25 is a lot more reasonable, keeping in mind reproducability. This way, Zerg actually has a reasonable way to kill Mines scathered around when detection is scarce. Additionally, this gives Zerg a very powerful window for aggression or teching between +2 attack for Zerg finishing and 3/3 for Terran completing. The weakness at 3/3 won't be as large either, as Mines will die faster. Will this force Terran into Mine openings into Hellbat Thor lategames? Maybe. Exciting!!!


Agree that Widow Mine should die in one hit to Storm. Either through Storm having + mechanical or Widow Mine 80HP:
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
October 15 2014 14:08 GMT
#22934
On October 15 2014 22:44 DinoMight wrote:
Show nested quote +
On October 15 2014 19:14 Grumbels wrote:
Maybe Blizzard should do this:

Hive: Requirements:
  • Lair
  • Infestation Pit or Spire or Hydralisk Den

It makes zerg tech more readable and the transition to hive more reasonable. After all, why should you be discriminated against for choosing hydralisks or mutalisks as your T2 tech option? This way you'll know that zerg can transition to T3 at any time without being caught off-guard by a hidden infestation pit. And now you can more easily keep up with upgrades while defending with mutalisks against a parade push.


As a Protoss player:

Absolutely not. No way in hell is that fair. Not only does it make Vipers much more easily accessible from Hydras (and reminder, Hydra/Viper allin IS a thing) but also it generally makes it much harder to read what the Zerg is going for which is one of the most important things in PvZ.

Less relevant, but it also makes Ultras more accessible from Mutas, two units that require vastly different responses.

It's more of a conceptual change. I prefer to only have changes made to the game that improve the game design. I think requiring the Infestation Pit is an artifact of the requiring a Queen's Nest in the original Starcraft, but I don't think it's very clean in terms of design. If there are balance issues with reaching Hive more quickly with regards to Vipers it's always possible to make Vipers require an Infestation Pit. I think there are benefits to having more parity between the races in terms of when you can start your T3 upgrades.
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.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
October 15 2014 14:08 GMT
#22935
On October 15 2014 16:31 SC2Toastie wrote:
Show nested quote +
On October 15 2014 16:12 Thieving Magpie wrote:
On October 15 2014 15:24 brickrd wrote:
advice like "do a flank!" is something that could potentially help a plat or diamond player with decent macro who plays against terrans who don't position well, but it has really no impact or relevancy to high level play. since ling bane is a melee composition, cutesy overmicro against mines is something that loses games against the best terrans, not something that helps or wins games. sure, if you can completely surprise a terran with a 270 degree double or triple angled attack that's going to help your chances, but competent terrans know from the loading screen exactly where they're going to funnel into the 4th base and will always move off of creep to take good engagements like Heart did in WCS. you don't "just flank" a good terran to kill bio, and terrans suggesting flanks just shows that they don't really understand what works against their style at all


Flanks were important in the Losira/DRG/Stephano hayday of mass ling/bane compositions vs Bio/Tank wherein the flank was an important way to mitigate siege tank splash as well as the best way to engage an immobile tank based composition.

The short range nature of mines means that it doesn't matter which direction you engage and hence a frontal attack in combination with delayed banes (popularized when day9 did a brief analysis of Scarlet's play doing it) allows for faster upgrades and/or more mutas.

IE, flanks only work when there are things to flank (like the Siege Tanks behind Marines. When all the enemy units are about the same range and all have the same importance, it doesnt matter which dies first so a frontal assault is better since it allows you more freedom for the non-combat aspects of the game during the engagements (such as injects and creep spread)

Flanks give you a much better surround, faster, and also massively decrease the splitting potential for T.


No, you don't get it.

When the Terran army depended on tanks. Because they would have to stop and siege if you force an engagement, could be made to stay out in one place. This meant that whenever you delayed their movement, the siege tanks would stop moving making the whole army stop moving. Their lower mobility allows for flanks since you could time your surround when they are still in transition before the tanks can siege up.

Terran pushes now follow SC and Bomber's train style of movement where a long stream of units charges in at a constant rate. This army can't be surrounded since they don't have a moment of weakness with which to envelope. You can do a strafing run on their supply line, attack sections of their army with sections of yours, but if you don't use the perfect amount of raiders either your raiders will get slaughtered or your main army will get slaughtered. To adapt to this Zerg players stopped what they used to do of making 30-40 banelings that artosis used to lose his shit over (especially when Losira did it) and Zerg now focus on getting quick upgrades and fast tech--but in order to do that tey delay their bane production as much as possible and they want banes to only finish right as the engagement happens.

It's not about whether a surround is good or not (it is) but instead it's about the tempo of the matchup not having an easily observable opening on which to surround.
Hark, what baseball through yonder window breaks?
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-15 14:11:56
October 15 2014 14:11 GMT
#22936
On October 15 2014 23:08 Grumbels wrote:
Show nested quote +
On October 15 2014 22:44 DinoMight wrote:
On October 15 2014 19:14 Grumbels wrote:
Maybe Blizzard should do this:

Hive: Requirements:
  • Lair
  • Infestation Pit or Spire or Hydralisk Den

It makes zerg tech more readable and the transition to hive more reasonable. After all, why should you be discriminated against for choosing hydralisks or mutalisks as your T2 tech option? This way you'll know that zerg can transition to T3 at any time without being caught off-guard by a hidden infestation pit. And now you can more easily keep up with upgrades while defending with mutalisks against a parade push.


As a Protoss player:

Absolutely not. No way in hell is that fair. Not only does it make Vipers much more easily accessible from Hydras (and reminder, Hydra/Viper allin IS a thing) but also it generally makes it much harder to read what the Zerg is going for which is one of the most important things in PvZ.

Less relevant, but it also makes Ultras more accessible from Mutas, two units that require vastly different responses.

It's more of a conceptual change. I prefer to only have changes made to the game that improve the game design. I think requiring the Infestation Pit is an artifact of the requiring a Queen's Nest in the original Starcraft, but I don't think it's very clean in terms of design. If there are balance issues with reaching Hive more quickly with regards to Vipers it's always possible to make Vipers require an Infestation Pit. I think there are benefits to having more parity between the races in terms of when you can start your T3 upgrades.


Much easier way to fix that would be to allow Zerg to research T3 upgrades on Lair tech (and perhaps make them take a bit longer to compensate).

But giving them the Hive units earlier and from any tech is dangerous for PvZ.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-10-15 14:17:47
October 15 2014 14:17 GMT
#22937
On October 15 2014 23:11 DinoMight wrote:
Show nested quote +
On October 15 2014 23:08 Grumbels wrote:
On October 15 2014 22:44 DinoMight wrote:
On October 15 2014 19:14 Grumbels wrote:
Maybe Blizzard should do this:

Hive: Requirements:
  • Lair
  • Infestation Pit or Spire or Hydralisk Den

It makes zerg tech more readable and the transition to hive more reasonable. After all, why should you be discriminated against for choosing hydralisks or mutalisks as your T2 tech option? This way you'll know that zerg can transition to T3 at any time without being caught off-guard by a hidden infestation pit. And now you can more easily keep up with upgrades while defending with mutalisks against a parade push.


As a Protoss player:

Absolutely not. No way in hell is that fair. Not only does it make Vipers much more easily accessible from Hydras (and reminder, Hydra/Viper allin IS a thing) but also it generally makes it much harder to read what the Zerg is going for which is one of the most important things in PvZ.

Less relevant, but it also makes Ultras more accessible from Mutas, two units that require vastly different responses.

It's more of a conceptual change. I prefer to only have changes made to the game that improve the game design. I think requiring the Infestation Pit is an artifact of the requiring a Queen's Nest in the original Starcraft, but I don't think it's very clean in terms of design. If there are balance issues with reaching Hive more quickly with regards to Vipers it's always possible to make Vipers require an Infestation Pit. I think there are benefits to having more parity between the races in terms of when you can start your T3 upgrades.


Much easier way to fix that would be to allow Zerg to research T3 upgrades on Lair tech (and perhaps make them take a bit longer to compensate).

But giving them the Hive units earlier and from any tech is dangerous for PvZ.

Maybe I'm compulsive about these things, but you can not have Lair unlock T3 upgrades. That's clearly the purpose of Hive, that's what makes sense. Imo, Hive unlocking a unit doesn't make sense because no other zerg unit is really like that so I wouldn't mind if Vipers required an Infestation Pit.
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.
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-10-15 14:21:44
October 15 2014 14:19 GMT
#22938
On October 15 2014 23:17 Grumbels wrote:
Show nested quote +
On October 15 2014 23:11 DinoMight wrote:
On October 15 2014 23:08 Grumbels wrote:
On October 15 2014 22:44 DinoMight wrote:
On October 15 2014 19:14 Grumbels wrote:
Maybe Blizzard should do this:

Hive: Requirements:
  • Lair
  • Infestation Pit or Spire or Hydralisk Den

It makes zerg tech more readable and the transition to hive more reasonable. After all, why should you be discriminated against for choosing hydralisks or mutalisks as your T2 tech option? This way you'll know that zerg can transition to T3 at any time without being caught off-guard by a hidden infestation pit. And now you can more easily keep up with upgrades while defending with mutalisks against a parade push.


As a Protoss player:

Absolutely not. No way in hell is that fair. Not only does it make Vipers much more easily accessible from Hydras (and reminder, Hydra/Viper allin IS a thing) but also it generally makes it much harder to read what the Zerg is going for which is one of the most important things in PvZ.

Less relevant, but it also makes Ultras more accessible from Mutas, two units that require vastly different responses.

It's more of a conceptual change. I prefer to only have changes made to the game that improve the game design. I think requiring the Infestation Pit is an artifact of the requiring a Queen's Nest in the original Starcraft, but I don't think it's very clean in terms of design. If there are balance issues with reaching Hive more quickly with regards to Vipers it's always possible to make Vipers require an Infestation Pit. I think there are benefits to having more parity between the races in terms of when you can start your T3 upgrades.


Much easier way to fix that would be to allow Zerg to research T3 upgrades on Lair tech (and perhaps make them take a bit longer to compensate).

But giving them the Hive units earlier and from any tech is dangerous for PvZ.

Maybe I'm compulsive about these things, but you can not have Lair unlock T3 upgrades. That's clearly the purpose of Hive, that's what makes sense. Imo, Hive unlocking a unit doesn't make sense because no other zerg unit is really like that so I wouldn't mind if Vipers required an Infestation Pit.

But that makes Vipers come way too early o_O.
I understand how that can help with game design, but blzz cannot break the game in the process of improving the design.
Again, if LotV brings some changes, then things like that might be good for zerg...
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 15 2014 14:22 GMT
#22939
On October 15 2014 23:17 Grumbels wrote:
Show nested quote +
On October 15 2014 23:11 DinoMight wrote:
On October 15 2014 23:08 Grumbels wrote:
On October 15 2014 22:44 DinoMight wrote:
On October 15 2014 19:14 Grumbels wrote:
Maybe Blizzard should do this:

Hive: Requirements:
  • Lair
  • Infestation Pit or Spire or Hydralisk Den

It makes zerg tech more readable and the transition to hive more reasonable. After all, why should you be discriminated against for choosing hydralisks or mutalisks as your T2 tech option? This way you'll know that zerg can transition to T3 at any time without being caught off-guard by a hidden infestation pit. And now you can more easily keep up with upgrades while defending with mutalisks against a parade push.


As a Protoss player:

Absolutely not. No way in hell is that fair. Not only does it make Vipers much more easily accessible from Hydras (and reminder, Hydra/Viper allin IS a thing) but also it generally makes it much harder to read what the Zerg is going for which is one of the most important things in PvZ.

Less relevant, but it also makes Ultras more accessible from Mutas, two units that require vastly different responses.

It's more of a conceptual change. I prefer to only have changes made to the game that improve the game design. I think requiring the Infestation Pit is an artifact of the requiring a Queen's Nest in the original Starcraft, but I don't think it's very clean in terms of design. If there are balance issues with reaching Hive more quickly with regards to Vipers it's always possible to make Vipers require an Infestation Pit. I think there are benefits to having more parity between the races in terms of when you can start your T3 upgrades.


Much easier way to fix that would be to allow Zerg to research T3 upgrades on Lair tech (and perhaps make them take a bit longer to compensate).

But giving them the Hive units earlier and from any tech is dangerous for PvZ.

Maybe I'm compulsive about these things, but you can not have Lair unlock T3 upgrades. That's clearly the purpose of Hive, that's what makes sense. Imo, Hive unlocking a unit doesn't make sense because no other zerg unit is really like that so I wouldn't mind if Vipers required an Infestation Pit.


Well, I don't think catering to your OCD is worth messing up the game balance

In BW Hive unlocked Ultras, Guardians, Devourers, and Defilers.

If you need a reason to justify it you can say that only the Hive can produce larva worthy enough to morph into such awesome Zerg species.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Maniak_
Profile Joined October 2010
France305 Posts
October 15 2014 14:52 GMT
#22940
On October 15 2014 23:17 Grumbels wrote:
Maybe I'm compulsive about these things, but you can not have Lair unlock T3 upgrades.

Unless you consider the armory and the twilight council to be T3 buildings, this would actually be pretty coherent with how this works for everyone else.
Well maybe not Lair by itself, but Lair + Infestation Pit would be where the equivalence lies.
"They make psychiatrists get psychoanalyzed before they can get certified, but they don't make a surgeon get cut on. Does that seem right to you?" -- Jubal Early - Firefly
Prev 1 1145 1146 1147 1148 1149 1266 Next
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
11:00
#14
IntoTheiNu 617
RotterdaM394
SteadfastSC205
TKL 152
Ryung 92
Rex72
IndyStarCraft 66
Liquipedia
The PondCast
10:00
Episode 100
CranKy Ducklings46
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 394
Lowko278
SteadfastSC 205
TKL 152
Ryung 92
Rex 72
IndyStarCraft 66
StarCraft: Brood War
Britney 57426
actioN 1664
Shuttle 1054
BeSt 721
Soulkey 472
Jaedong 423
Hyuk 361
Mini 317
Stork 204
Soma 198
[ Show more ]
Light 190
EffOrt 183
Hyun 176
Mong 154
Dewaltoss 148
Last 132
Larva 128
PianO 94
ggaemo 82
Rush 75
Snow 74
Free 43
hero 39
ToSsGirL 36
Sharp 30
[sc1f]eonzerg 30
scan(afreeca) 24
Movie 24
Shine 17
Bale 15
sorry 14
Sacsri 14
HiyA 13
IntoTheRainbow 13
Noble 12
Yoon 11
Icarus 11
Barracks 10
Purpose 5
ajuk12(nOOB) 4
Dota 2
Gorgc5976
Dendi414
League of Legends
JimRising 435
Counter-Strike
olofmeister1924
byalli459
kRYSTAL_58
Other Games
Happy221
B2W.Neo219
Mew2King88
amsayoshi34
BEARDiaguz13
Organizations
Other Games
gamesdonequick22561
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP82
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota282
Other Games
• WagamamaTV133
Upcoming Events
Replay Cast
21h 33m
CrankTV Team League
23h 33m
OSC
1d 5h
Replay Cast
1d 12h
Replay Cast
1d 21h
CrankTV Team League
1d 23h
OSC
2 days
Replay Cast
2 days
RSL Revival
2 days
Serral vs Bunny
ByuN vs GgMaChine
CranKy Ducklings
2 days
[ Show More ]
Afreeca Starleague
2 days
Snow vs Jaedong
YSC vs hero
RSL Revival
3 days
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
3 days
GSL
4 days
Replay Cast
5 days
WardiTV Weekly
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W2
ASL Season 22: Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.