• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:24
CET 09:24
KST 17:24
  • 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
SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2
Community News
BSL Season 2025 - Full Overview and Conclusion6Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)16Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 105
StarCraft 2
General
Stellar Fest "01" Jersey Charity Auction SC2 All-Star Invitational: Tournament Preview Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets When will we find out if there are more tournament SC2 Spotted on the EWC 2026 list?
Tourneys
SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
Video Footage from 2005: The Birth of G2 in Spain [ASL21] Potential Map Candidates BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Season 2025 - Full Overview and Conclusion
Tourneys
[Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0 Azhi's Colosseum - Season 2
Strategy
Soma's 9 hatch build from ASL Game 2 Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026! Nintendo Switch Thread Mechabellum
Dota 2
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 Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1729 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
Netherlands7031 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 Republic12129 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
2954 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
Denmark9419 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
Netherlands7031 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
Netherlands7031 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
Next event in 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft539
SortOf 127
NeuroSwarm 116
Livibee 96
StarCraft: Brood War
Calm 1474
Larva 268
Zeus 265
Hm[arnc] 109
Aegong 93
Shuttle 79
ajuk12(nOOB) 45
Sharp 30
Bale 11
ivOry 4
[ Show more ]
JulyZerg 4
League of Legends
JimRising 647
C9.Mang0512
Counter-Strike
shoxiejesuss354
Super Smash Bros
Mew2King92
Other Games
summit1g10212
Organizations
Other Games
gamesdonequick2010
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH66
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1826
• Stunt311
• HappyZerGling143
Upcoming Events
Replay Cast
36m
Wardi Open
3h 36m
Monday Night Weeklies
8h 36m
PiGosaur Monday
16h 36m
OSC
1d 2h
The PondCast
2 days
OSC
2 days
Big Brain Bouts
4 days
Serral vs TBD
BSL 21
5 days
BSL 21
6 days
Liquipedia Results

Completed

IPSL Winter 2025-26
SC2 All-Star Inv. 2025
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.