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Designated Balance Discussion Thread - Page 215

Forum Index > SC2 General
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convention
Profile Joined October 2011
United States622 Posts
Last Edited: 2012-04-25 01:12:49
April 25 2012 01:10 GMT
#4281
On April 25 2012 09:56 teamhozac wrote:
Show nested quote +
On April 25 2012 09:40 convention wrote:
On April 25 2012 09:11 teamhozac wrote:
On April 25 2012 07:38 convention wrote:
On April 25 2012 07:22 teamhozac wrote:
On April 25 2012 06:50 Toastie wrote:
On April 25 2012 06:45 Resistentialism wrote:
On April 25 2012 06:24 teamhozac wrote:
Warp gate = not balanced, as explained by Avilo, because of instant reinforcements and defiance of defenders advantage, pretty much all there is to it


You're... pretty much not getting it. Protoss is "balanced"... around, and in spite, of warpgates, by having what ought to be fairly obvious weaknesses in the gateway units themselves. Though I'm sure someone like you is going to try and tell us that warp gate units need nerfs even on top of losing warp gate tech (probably zealots in particular amiright).

Whether or not it's balanced, which depends on a ton of factors like maps and metagame evolution, the problem is that it's bad design. It's making the game less interesting, and in the long run it's making the game less fun.

Read the last couple of pages. If he could, TeamHozaterribad would make Marines do >9000 damage/shot with .01 attack speed and a cool ability to be invulnerable for 300 seconds after being hit for the first time.

Warpgate, in the current stage of this game, IS, in fact, balanced. Because it is what was balanced aroud.


Youre the biggest idiot on this forum, how you dont get warned for your consistent trolling and nonsense posts is beyond me, please, go away already


I was going to quote some of your dumber comments, untill it turned out to be every comment you've written over the last 5 pages. From if you die to a stim-timing then you should have scouted better and not chrono any probes (and would be perfectly fine without FFs), to gateway units are strong even without the sentries or other supporting units. You also mention that a straight up nerf to sentries and force fields (without a compensating buff) would be perfectly fine. And you mention how the sentry contain is so strong, while tank contains are horrible (because they "warp in an army of dragoons and just kill the terran's base". How ofte do you see a protoss player base trade against a 1/1/1? When is the last time you saw a pro sentry contain a terran player? I can easily find a bunch of games where tanks contain a protoss player.

Oh, and interestingly enough: most of your posts are calling people trolls!


Replays PLEASE!!! I would LOVE to see a pro game where a toss was contained by tanks, it would really make my day, go:


Look at Thorzain v. Slayers in the EG master's cup, game 3. He contains the protoss inside his natural with tanks and just picks away at zealots, stalkers, probes and everything else with cloaked banshees.

Edit: Suppose to say game 1 vs Alicia.
Link to make it easier to find: http://mcsl.evilgeniuses.net/Results_and_VODs/Week1/?match=1/


Alicia totally botched the contain break by not having his zealots in the front, yeah, he was contained but he still could have won if he would not have made such an amatuer mistake


You are talking about after he lost his nexus and had no minerals at his main? Even if he breaks that contain, the contain still won Thorzain the game. And there are mistakes in every single game, I could take the code S finals and say "Protoss is so OP, look at all these mistakes genius makes. If genius didn't make all of those mistakes he would have easily won" You simply cannot say that Code A calibur players make "amatuer" mistakes. Want me to go through all the botched parts of Thorzain's contain, and how it still worked? He had bad banshee control at the early part. He could have done more damage with the banshees. He should have inched his tanks forward since he had air control. His vikings weren't in position to protect against the pheonix at some parts. See how this works? They will make mistakes, but that game is lost, the contain did more than enough damage.

The point is, Alicia was contained because of tanks. He couldnt get out of his base. He lost because he was contained. Isn't that what you wanted? Please show me a sentry contain (as claim is so common).
j3cht
Profile Blog Joined July 2010
United States86 Posts
April 25 2012 03:16 GMT
#4282
Complaint

Problem: Nydus worms die too easily to low tier units and workers when being used offensively.

Solution: have ground armor upgrades also upgrade the armor of zerg buildings.

Side Effects: Zerg static defense would get a bit more durable as the game goes on.

I think this is a decent suggestion, because just 2-3 marines or a handful of SCVs can be pulled and can take out a Nydus worm that is building. As players get better, it is much more difficult to "hide" the nydus, and we expect that the enemy will spot it. By increasing the armor with armor upgrades, as the game continues, they become a bit more difficult to kill, especially by low tier units.
Grant me the serenity to accept the things I cannot change; courage to change the things I can; and wisdom to know the difference.
usethis2
Profile Joined December 2010
2164 Posts
April 25 2012 03:24 GMT
#4283
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.
convention
Profile Joined October 2011
United States622 Posts
April 25 2012 03:58 GMT
#4284
On April 25 2012 12:16 j3cht wrote:
Complaint

Problem: Nydus worms die too easily to low tier units and workers when being used offensively.

Solution: have ground armor upgrades also upgrade the armor of zerg buildings.

Side Effects: Zerg static defense would get a bit more durable as the game goes on.

I think this is a decent suggestion, because just 2-3 marines or a handful of SCVs can be pulled and can take out a Nydus worm that is building. As players get better, it is much more difficult to "hide" the nydus, and we expect that the enemy will spot it. By increasing the armor with armor upgrades, as the game continues, they become a bit more difficult to kill, especially by low tier units.


Another issue would be late game PvZ where masses spines. But if the nydus worm is counted as a unit (so static defense doesn't get stronger but the nydus does), then this could be a good change to make late game nydus viable even when there is basically complete vision of the base.
BeeNu
Profile Joined June 2011
615 Posts
April 25 2012 04:06 GMT
#4285
On April 25 2012 12:58 convention wrote:
Show nested quote +
On April 25 2012 12:16 j3cht wrote:
Complaint

Problem: Nydus worms die too easily to low tier units and workers when being used offensively.

Solution: have ground armor upgrades also upgrade the armor of zerg buildings.

Side Effects: Zerg static defense would get a bit more durable as the game goes on.

I think this is a decent suggestion, because just 2-3 marines or a handful of SCVs can be pulled and can take out a Nydus worm that is building. As players get better, it is much more difficult to "hide" the nydus, and we expect that the enemy will spot it. By increasing the armor with armor upgrades, as the game continues, they become a bit more difficult to kill, especially by low tier units.


Another issue would be late game PvZ where masses spines. But if the nydus worm is counted as a unit (so static defense doesn't get stronger but the nydus does), then this could be a good change to make late game nydus viable even when there is basically complete vision of the base.


Yeah, late game ZvZ would have the same issue seeing as mass spine crawlers can be rather popular in that matchup as well.

For making the Nydus more viable I don't really have too much of a problem with them being easy to kill, I would actually much rather see them able to release more than just 1 unit as a time because currently it's like even if you do get the Nydus built there is still a good chance your units will just trickle out and all run into a meat grinder of some sort. Additionally, there is also a huge risk that exists with trying to use the Nydus in the first place because if you have a substantial part of your army in the Nydus and then your opponent attacks you have the same issue of your units slowly trickling out of the Nydus and you can't properly position them in time, there is just sooo many risks with trying to use a Nydus that it hardly ever seems worthwhile.
O.Golden_ne
Profile Joined August 2010
Australia204 Posts
April 25 2012 05:40 GMT
#4286
On April 25 2012 12:58 convention wrote:
Show nested quote +
On April 25 2012 12:16 j3cht wrote:
Complaint

Problem: Nydus worms die too easily to low tier units and workers when being used offensively.

Solution: have ground armor upgrades also upgrade the armor of zerg buildings.

Side Effects: Zerg static defense would get a bit more durable as the game goes on.

I think this is a decent suggestion, because just 2-3 marines or a handful of SCVs can be pulled and can take out a Nydus worm that is building. As players get better, it is much more difficult to "hide" the nydus, and we expect that the enemy will spot it. By increasing the armor with armor upgrades, as the game continues, they become a bit more difficult to kill, especially by low tier units.


Another issue would be late game PvZ where masses spines. But if the nydus worm is counted as a unit (so static defense doesn't get stronger but the nydus does), then this could be a good change to make late game nydus viable even when there is basically complete vision of the base.



i like the idea of it counting as a unit so that as the game goes on workers cant kill it because of armour upgrades.
Like a baneling in a mineral line
50bani
Profile Blog Joined June 2009
Romania480 Posts
April 25 2012 07:50 GMT
#4287
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.
I'm posting on twoplustwo because I have always been amazed at the level of talent that populates this site --- it's almost unparalleled on the Internet.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2012-04-25 11:07:13
April 25 2012 11:05 GMT
#4288
On April 25 2012 16:50 50bani wrote:
Show nested quote +
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.


Terran bio is way more mobile than Protoss. How would that be equivalent? The races are unique, what part of this do you not understand?

I mean what if I started talking about "what if Terran had larva and could produce 20 scvs at once! Think of what larva would do in any RTS game. I don't see how this doesn't look game breaking to you." Yes, all races have "gamebreaking mechanics" if you haven't noticed. These are exactly the things that make the game interesting and fun to play.
teamhozac
Profile Joined April 2012
404 Posts
Last Edited: 2012-04-25 16:09:03
April 25 2012 16:08 GMT
#4289
On April 25 2012 20:05 DoubleReed wrote:
Show nested quote +
On April 25 2012 16:50 50bani wrote:
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.


Terran bio is way more mobile than Protoss. How would that be equivalent? The races are unique, what part of this do you not understand?

I mean what if I started talking about "what if Terran had larva and could produce 20 scvs at once! Think of what larva would do in any RTS game. I don't see how this doesn't look game breaking to you." Yes, all races have "gamebreaking mechanics" if you haven't noticed. These are exactly the things that make the game interesting and fun to play.


The "different races are different" argument is so stupid. Yeah no shit they are different, if something is overpowered and abusive, regardless of what race it belongs to, it shouldnt be in the game, period. Everyone whined about mules being OP but they are 100% necessary in order for Terran to keep up with zerg/protoss economy, even with them, we cant keep up, you will always have more income and supply than us in the first ten minutes of the game unless we do some crazy double/triple expand or we apply pressure, which basically every terran does now, realizing it is the only way to win, constantly attack Z and P. And what "gamebreaking" mechanic does Terran have? Mules? please.

Not to mention, they NERFED the mule on gold minerals, so all the crybabies got partially what they wanted. Mules are not even that great until they very late game when you have like 5 orbitals and you can cut scvs. Most of the time anyways the Terran will lose if it gets to that point as late game terran = trash. Once again due to mechanics such as warpgate and larva inject, late game heavily favors zerg/protoss. Why zerg or protoss NEED warpgate and larva inject is beyond me, yeah they are cool mechanics for the races, but fair? Not so sure. I am not sure why players feel they ABSOLUTELY need these mechanics to stay alive when they were not even in broodwar, nor was chronoboost. I propose removing chronoboost, removing MULE, removing larva inject, and removing warpgate... this goes along with the "Breadth of Gameplay" thread, it would make armies smaller, micro more important, etc. Whos with me?
Shiori
Profile Blog Joined July 2011
3815 Posts
April 25 2012 16:17 GMT
#4290
On April 26 2012 01:08 teamhozac wrote:
Show nested quote +
On April 25 2012 20:05 DoubleReed wrote:
On April 25 2012 16:50 50bani wrote:
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.


Terran bio is way more mobile than Protoss. How would that be equivalent? The races are unique, what part of this do you not understand?

I mean what if I started talking about "what if Terran had larva and could produce 20 scvs at once! Think of what larva would do in any RTS game. I don't see how this doesn't look game breaking to you." Yes, all races have "gamebreaking mechanics" if you haven't noticed. These are exactly the things that make the game interesting and fun to play.


The "different races are different" argument is so stupid. Yeah no shit they are different, if something is overpowered and abusive, regardless of what race it belongs to, it shouldnt be in the game, period. Everyone whined about mules being OP but they are 100% necessary in order for Terran to keep up with zerg/protoss economy, even with them, we cant keep up, you will always have more income and supply than us in the first ten minutes of the game unless we do some crazy double/triple expand or we apply pressure, which basically every terran does now, realizing it is the only way to win, constantly attack Z and P. And what "gamebreaking" mechanic does Terran have? Mules? please.

Not to mention, they NERFED the mule on gold minerals, so all the crybabies got partially what they wanted. Mules are not even that great until they very late game when you have like 5 orbitals and you can cut scvs. Most of the time anyways the Terran will lose if it gets to that point as late game terran = trash. Once again due to mechanics such as warpgate and larva inject, late game heavily favors zerg/protoss. Why zerg or protoss NEED warpgate and larva inject is beyond me, yeah they are cool mechanics for the races, but fair? Not so sure. I am not sure why players feel they ABSOLUTELY need these mechanics to stay alive when they were not even in broodwar, nor was chronoboost. I propose removing chronoboost, removing MULE, removing larva inject, and removing warpgate... this goes along with the "Breadth of Gameplay" thread, it would make armies smaller, micro more important, etc. Whos with me?

Only if you remove smart-fire.
Toastie
Profile Joined April 2012
Netherlands104 Posts
April 25 2012 16:23 GMT
#4291
On April 26 2012 01:17 Shiori wrote:
Show nested quote +
On April 26 2012 01:08 teamhozac wrote:
On April 25 2012 20:05 DoubleReed wrote:
On April 25 2012 16:50 50bani wrote:
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.


Terran bio is way more mobile than Protoss. How would that be equivalent? The races are unique, what part of this do you not understand?

I mean what if I started talking about "what if Terran had larva and could produce 20 scvs at once! Think of what larva would do in any RTS game. I don't see how this doesn't look game breaking to you." Yes, all races have "gamebreaking mechanics" if you haven't noticed. These are exactly the things that make the game interesting and fun to play.


The "different races are different" argument is so stupid. Yeah no shit they are different, if something is overpowered and abusive, regardless of what race it belongs to, it shouldnt be in the game, period. Everyone whined about mules being OP but they are 100% necessary in order for Terran to keep up with zerg/protoss economy, even with them, we cant keep up, you will always have more income and supply than us in the first ten minutes of the game unless we do some crazy double/triple expand or we apply pressure, which basically every terran does now, realizing it is the only way to win, constantly attack Z and P. And what "gamebreaking" mechanic does Terran have? Mules? please.

Not to mention, they NERFED the mule on gold minerals, so all the crybabies got partially what they wanted. Mules are not even that great until they very late game when you have like 5 orbitals and you can cut scvs. Most of the time anyways the Terran will lose if it gets to that point as late game terran = trash. Once again due to mechanics such as warpgate and larva inject, late game heavily favors zerg/protoss. Why zerg or protoss NEED warpgate and larva inject is beyond me, yeah they are cool mechanics for the races, but fair? Not so sure. I am not sure why players feel they ABSOLUTELY need these mechanics to stay alive when they were not even in broodwar, nor was chronoboost. I propose removing chronoboost, removing MULE, removing larva inject, and removing warpgate... this goes along with the "Breadth of Gameplay" thread, it would make armies smaller, micro more important, etc. Whos with me?

Only if you remove smart-fire.

Terran lategame is 'shit' because Terrans REFUSE to use their LATEGAME STUFF in the lategame. No shit Marines with 45 HP in a battle are going to die when AoE comes at bigger numbers!? Tadam.
I have yet to see use of Battlecruisers, Ravens, Ghosts, Thors as a transition into the lategame. Why doesn't anybody use those?
Ravens are awesome.

Also, start playing random because you are biased as fuck. THe only crybaby in here is you.
Never give up, never surrender!
halfies
Profile Joined November 2011
United Kingdom327 Posts
April 25 2012 16:28 GMT
#4292
On April 25 2012 16:50 50bani wrote:
Show nested quote +
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.

im really not sure how you dont understand that different doesn't mean imbalanced. its like complaining that colossus are overpowered because they can roast marines, or that tanks are op because they have such long range.
if you want to play vs a race thats exactly the same, then join a practice group and only play TvT.
also, its spelt breaking.
Hoodlum
Profile Blog Joined December 2010
United States350 Posts
April 25 2012 16:33 GMT
#4293
On April 26 2012 01:08 teamhozac wrote:
Show nested quote +
On April 25 2012 20:05 DoubleReed wrote:
On April 25 2012 16:50 50bani wrote:
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.


Terran bio is way more mobile than Protoss. How would that be equivalent? The races are unique, what part of this do you not understand?

I mean what if I started talking about "what if Terran had larva and could produce 20 scvs at once! Think of what larva would do in any RTS game. I don't see how this doesn't look game breaking to you." Yes, all races have "gamebreaking mechanics" if you haven't noticed. These are exactly the things that make the game interesting and fun to play.


The "different races are different" argument is so stupid. Yeah no shit they are different, if something is overpowered and abusive, regardless of what race it belongs to, it shouldnt be in the game, period. Everyone whined about mules being OP but they are 100% necessary in order for Terran to keep up with zerg/protoss economy, even with them, we cant keep up, you will always have more income and supply than us in the first ten minutes of the game unless we do some crazy double/triple expand or we apply pressure, which basically every terran does now, realizing it is the only way to win, constantly attack Z and P. And what "gamebreaking" mechanic does Terran have? Mules? please.

Not to mention, they NERFED the mule on gold minerals, so all the crybabies got partially what they wanted. Mules are not even that great until they very late game when you have like 5 orbitals and you can cut scvs. Most of the time anyways the Terran will lose if it gets to that point as late game terran = trash. Once again due to mechanics such as warpgate and larva inject, late game heavily favors zerg/protoss. Why zerg or protoss NEED warpgate and larva inject is beyond me, yeah they are cool mechanics for the races, but fair? Not so sure. I am not sure why players feel they ABSOLUTELY need these mechanics to stay alive when they were not even in broodwar, nor was chronoboost. I propose removing chronoboost, removing MULE, removing larva inject, and removing warpgate... this goes along with the "Breadth of Gameplay" thread, it would make armies smaller, micro more important, etc. Whos with me?

Hmmm as a High Masters Terran player I feel like your completely mistaken... Terran has their strengths (marines w/ medivac good unit xD) that your ignoring while dogging the other races. First off, if this game was as imbalanced as you think it is why are different races consistently on top. How come Terran can still win stuff if these mechanics are so bad. Ya larva injects are nice but the reason why they weren't in brood war was because their units were so much stronger. Browder wanted a more swarmy feel to zerg so he nerfed their units and gave them larva inject.

Warp gate is a pain in the ass for sure but like the guy said earlier, warp gate units are a joke. If you want to complain about protoss then complain about the three sets of aoe that have in the late game not something as rediculous as warp gate. Its annoying but not that great.

In my honest opinion Terran has an interesting factor that no other race has. We have the ability to play perfectly. Let me explain... In any of the tvp or tvz matchup zerg and protoss play for terran mistakes. If we make a mistake then they can rofl stomp us (caught unseiged vz or missed emps vt) but if Terran plays perfectly, if I don't get caught unseiged or if I don't get suprised by a tech switch (just scout) if I nail my emps and focus down collosi with vikings etc then Terran rofl stomps ezpz. Its hard to play perfectly don't get me wrong but wouldn't you rather be the decider of the game then to be the guy praying that his opponent makes a mistake. That is why I play Terran!
xO gaming owner
Mehukannu
Profile Joined October 2010
Finland421 Posts
April 25 2012 16:43 GMT
#4294
On April 26 2012 01:23 Toastie wrote:
Show nested quote +
On April 26 2012 01:17 Shiori wrote:
On April 26 2012 01:08 teamhozac wrote:
On April 25 2012 20:05 DoubleReed wrote:
On April 25 2012 16:50 50bani wrote:
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.


Terran bio is way more mobile than Protoss. How would that be equivalent? The races are unique, what part of this do you not understand?

I mean what if I started talking about "what if Terran had larva and could produce 20 scvs at once! Think of what larva would do in any RTS game. I don't see how this doesn't look game breaking to you." Yes, all races have "gamebreaking mechanics" if you haven't noticed. These are exactly the things that make the game interesting and fun to play.


The "different races are different" argument is so stupid. Yeah no shit they are different, if something is overpowered and abusive, regardless of what race it belongs to, it shouldnt be in the game, period. Everyone whined about mules being OP but they are 100% necessary in order for Terran to keep up with zerg/protoss economy, even with them, we cant keep up, you will always have more income and supply than us in the first ten minutes of the game unless we do some crazy double/triple expand or we apply pressure, which basically every terran does now, realizing it is the only way to win, constantly attack Z and P. And what "gamebreaking" mechanic does Terran have? Mules? please.

Not to mention, they NERFED the mule on gold minerals, so all the crybabies got partially what they wanted. Mules are not even that great until they very late game when you have like 5 orbitals and you can cut scvs. Most of the time anyways the Terran will lose if it gets to that point as late game terran = trash. Once again due to mechanics such as warpgate and larva inject, late game heavily favors zerg/protoss. Why zerg or protoss NEED warpgate and larva inject is beyond me, yeah they are cool mechanics for the races, but fair? Not so sure. I am not sure why players feel they ABSOLUTELY need these mechanics to stay alive when they were not even in broodwar, nor was chronoboost. I propose removing chronoboost, removing MULE, removing larva inject, and removing warpgate... this goes along with the "Breadth of Gameplay" thread, it would make armies smaller, micro more important, etc. Whos with me?

Only if you remove smart-fire.

Terran lategame is 'shit' because Terrans REFUSE to use their LATEGAME STUFF in the lategame. No shit Marines with 45 HP in a battle are going to die when AoE comes at bigger numbers!? Tadam.
I have yet to see use of Battlecruisers, Ravens, Ghosts, Thors as a transition into the lategame. Why doesn't anybody use those?
Ravens are awesome.

Also, start playing random because you are biased as fuck. THe only crybaby in here is you.

It is not that terran players refuse to build late game unit, it is how to do it safely without dying and terran tech switches are highly affected by maps. For example, it is much easier to make battlecruisers in (Wiki)Metropolis since the map has easily protectable bases due to chokes, which allow you to turtle easier on 5 bases and safely make whatever unit composition you want. On the other hand, in maps like (Wiki)Tal& it is much harder to defend +3 bases while tech switching to battlecruisers, since your bases are far apart and there isn't any main chokes where to protect your bases. This is even harder if you are changing your unit composition into something much slower moving units (like going bio to mech) which will make protecting bases even harder.
C=('. ' Q)
Plansix
Profile Blog Joined April 2011
United States60190 Posts
April 25 2012 16:49 GMT
#4295
On April 26 2012 01:43 Mehukannu wrote:
Show nested quote +
On April 26 2012 01:23 Toastie wrote:
On April 26 2012 01:17 Shiori wrote:
On April 26 2012 01:08 teamhozac wrote:
On April 25 2012 20:05 DoubleReed wrote:
On April 25 2012 16:50 50bani wrote:
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.


Terran bio is way more mobile than Protoss. How would that be equivalent? The races are unique, what part of this do you not understand?

I mean what if I started talking about "what if Terran had larva and could produce 20 scvs at once! Think of what larva would do in any RTS game. I don't see how this doesn't look game breaking to you." Yes, all races have "gamebreaking mechanics" if you haven't noticed. These are exactly the things that make the game interesting and fun to play.


The "different races are different" argument is so stupid. Yeah no shit they are different, if something is overpowered and abusive, regardless of what race it belongs to, it shouldnt be in the game, period. Everyone whined about mules being OP but they are 100% necessary in order for Terran to keep up with zerg/protoss economy, even with them, we cant keep up, you will always have more income and supply than us in the first ten minutes of the game unless we do some crazy double/triple expand or we apply pressure, which basically every terran does now, realizing it is the only way to win, constantly attack Z and P. And what "gamebreaking" mechanic does Terran have? Mules? please.

Not to mention, they NERFED the mule on gold minerals, so all the crybabies got partially what they wanted. Mules are not even that great until they very late game when you have like 5 orbitals and you can cut scvs. Most of the time anyways the Terran will lose if it gets to that point as late game terran = trash. Once again due to mechanics such as warpgate and larva inject, late game heavily favors zerg/protoss. Why zerg or protoss NEED warpgate and larva inject is beyond me, yeah they are cool mechanics for the races, but fair? Not so sure. I am not sure why players feel they ABSOLUTELY need these mechanics to stay alive when they were not even in broodwar, nor was chronoboost. I propose removing chronoboost, removing MULE, removing larva inject, and removing warpgate... this goes along with the "Breadth of Gameplay" thread, it would make armies smaller, micro more important, etc. Whos with me?

Only if you remove smart-fire.

Terran lategame is 'shit' because Terrans REFUSE to use their LATEGAME STUFF in the lategame. No shit Marines with 45 HP in a battle are going to die when AoE comes at bigger numbers!? Tadam.
I have yet to see use of Battlecruisers, Ravens, Ghosts, Thors as a transition into the lategame. Why doesn't anybody use those?
Ravens are awesome.

Also, start playing random because you are biased as fuck. THe only crybaby in here is you.

It is not that terran players refuse to build late game unit, it is how to do it safely without dying and terran tech switches are highly affected by maps. For example, it is much easier to make battlecruisers in (Wiki)Metropolis since the map has easily protectable bases due to chokes, which allow you to turtle easier on 5 bases and safely make whatever unit composition you want. On the other hand, in maps like (Wiki)Tal& it is much harder to defend +3 bases while tech switching to battlecruisers, since your bases are far apart and there isn't any main chokes where to protect your bases. This is even harder if you are changing your unit composition into something much slower moving units (like going bio to mech) which will make protecting bases even harder.


Lets not forget the fact that BC take a month to build, are on a seperate upgrade track and cost a mint. Just like every other late game terran unit except the ghost. They are also beyond slow. I am a protoss and think terrans are whining a bit, but I am not going to tell them they should just use BCs because no one else does.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
ZackAttack
Profile Joined June 2011
United States884 Posts
April 25 2012 17:10 GMT
#4296
In my honest opinion Terran has an interesting factor that no other race has. We have the ability to play perfectly. Let me explain... In any of the tvp or tvz matchup zerg and protoss play for terran mistakes. If we make a mistake then they can rofl stomp us (caught unseiged vz or missed emps vt) but if Terran plays perfectly, if I don't get caught unseiged or if I don't get suprised by a tech switch (just scout) if I nail my emps and focus down collosi with vikings etc then Terran rofl stomps ezpz. Its hard to play perfectly don't get me wrong but wouldn't you rather be the decider of the game then to be the guy praying that his opponent makes a mistake. That is why I play Terran!
The bathroom is in the corner, no it doesn't have a window you can s


This is such a good point, and I tell people this all the time. They actually mentioned in the GSL pregame show last night that it is a saying in Korea that, "Protoss is OP but Terran wins". This is the reason.
It's better aerodynamics for space. - Artosis
Mehukannu
Profile Joined October 2010
Finland421 Posts
April 25 2012 17:21 GMT
#4297
On April 26 2012 01:49 Plansix wrote:
Show nested quote +
On April 26 2012 01:43 Mehukannu wrote:
On April 26 2012 01:23 Toastie wrote:
On April 26 2012 01:17 Shiori wrote:
On April 26 2012 01:08 teamhozac wrote:
On April 25 2012 20:05 DoubleReed wrote:
On April 25 2012 16:50 50bani wrote:
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.


Terran bio is way more mobile than Protoss. How would that be equivalent? The races are unique, what part of this do you not understand?

I mean what if I started talking about "what if Terran had larva and could produce 20 scvs at once! Think of what larva would do in any RTS game. I don't see how this doesn't look game breaking to you." Yes, all races have "gamebreaking mechanics" if you haven't noticed. These are exactly the things that make the game interesting and fun to play.


The "different races are different" argument is so stupid. Yeah no shit they are different, if something is overpowered and abusive, regardless of what race it belongs to, it shouldnt be in the game, period. Everyone whined about mules being OP but they are 100% necessary in order for Terran to keep up with zerg/protoss economy, even with them, we cant keep up, you will always have more income and supply than us in the first ten minutes of the game unless we do some crazy double/triple expand or we apply pressure, which basically every terran does now, realizing it is the only way to win, constantly attack Z and P. And what "gamebreaking" mechanic does Terran have? Mules? please.

Not to mention, they NERFED the mule on gold minerals, so all the crybabies got partially what they wanted. Mules are not even that great until they very late game when you have like 5 orbitals and you can cut scvs. Most of the time anyways the Terran will lose if it gets to that point as late game terran = trash. Once again due to mechanics such as warpgate and larva inject, late game heavily favors zerg/protoss. Why zerg or protoss NEED warpgate and larva inject is beyond me, yeah they are cool mechanics for the races, but fair? Not so sure. I am not sure why players feel they ABSOLUTELY need these mechanics to stay alive when they were not even in broodwar, nor was chronoboost. I propose removing chronoboost, removing MULE, removing larva inject, and removing warpgate... this goes along with the "Breadth of Gameplay" thread, it would make armies smaller, micro more important, etc. Whos with me?

Only if you remove smart-fire.

Terran lategame is 'shit' because Terrans REFUSE to use their LATEGAME STUFF in the lategame. No shit Marines with 45 HP in a battle are going to die when AoE comes at bigger numbers!? Tadam.
I have yet to see use of Battlecruisers, Ravens, Ghosts, Thors as a transition into the lategame. Why doesn't anybody use those?
Ravens are awesome.

Also, start playing random because you are biased as fuck. THe only crybaby in here is you.

It is not that terran players refuse to build late game unit, it is how to do it safely without dying and terran tech switches are highly affected by maps. For example, it is much easier to make battlecruisers in (Wiki)Metropolis since the map has easily protectable bases due to chokes, which allow you to turtle easier on 5 bases and safely make whatever unit composition you want. On the other hand, in maps like (Wiki)Tal& it is much harder to defend +3 bases while tech switching to battlecruisers, since your bases are far apart and there isn't any main chokes where to protect your bases. This is even harder if you are changing your unit composition into something much slower moving units (like going bio to mech) which will make protecting bases even harder.


Lets not forget the fact that BC take a month to build, are on a seperate upgrade track and cost a mint. Just like every other late game terran unit except the ghost. They are also beyond slow. I am a protoss and think terrans are whining a bit, but I am not going to tell them they should just use BCs because no one else does.

Yes that too. But I still don't think the cost and the build times are that big of an issue if you can easily and safely turtle in 5 bases like in Metropolis. Like morrow played as terran against some pro zerg (can't remember the zerg player >.<) in metropolis where he was able to mass ravens.
C=('. ' Q)
Plansix
Profile Blog Joined April 2011
United States60190 Posts
April 25 2012 17:26 GMT
#4298
On April 26 2012 02:21 Mehukannu wrote:
Show nested quote +
On April 26 2012 01:49 Plansix wrote:
On April 26 2012 01:43 Mehukannu wrote:
On April 26 2012 01:23 Toastie wrote:
On April 26 2012 01:17 Shiori wrote:
On April 26 2012 01:08 teamhozac wrote:
On April 25 2012 20:05 DoubleReed wrote:
On April 25 2012 16:50 50bani wrote:
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.


Terran bio is way more mobile than Protoss. How would that be equivalent? The races are unique, what part of this do you not understand?

I mean what if I started talking about "what if Terran had larva and could produce 20 scvs at once! Think of what larva would do in any RTS game. I don't see how this doesn't look game breaking to you." Yes, all races have "gamebreaking mechanics" if you haven't noticed. These are exactly the things that make the game interesting and fun to play.


The "different races are different" argument is so stupid. Yeah no shit they are different, if something is overpowered and abusive, regardless of what race it belongs to, it shouldnt be in the game, period. Everyone whined about mules being OP but they are 100% necessary in order for Terran to keep up with zerg/protoss economy, even with them, we cant keep up, you will always have more income and supply than us in the first ten minutes of the game unless we do some crazy double/triple expand or we apply pressure, which basically every terran does now, realizing it is the only way to win, constantly attack Z and P. And what "gamebreaking" mechanic does Terran have? Mules? please.

Not to mention, they NERFED the mule on gold minerals, so all the crybabies got partially what they wanted. Mules are not even that great until they very late game when you have like 5 orbitals and you can cut scvs. Most of the time anyways the Terran will lose if it gets to that point as late game terran = trash. Once again due to mechanics such as warpgate and larva inject, late game heavily favors zerg/protoss. Why zerg or protoss NEED warpgate and larva inject is beyond me, yeah they are cool mechanics for the races, but fair? Not so sure. I am not sure why players feel they ABSOLUTELY need these mechanics to stay alive when they were not even in broodwar, nor was chronoboost. I propose removing chronoboost, removing MULE, removing larva inject, and removing warpgate... this goes along with the "Breadth of Gameplay" thread, it would make armies smaller, micro more important, etc. Whos with me?

Only if you remove smart-fire.

Terran lategame is 'shit' because Terrans REFUSE to use their LATEGAME STUFF in the lategame. No shit Marines with 45 HP in a battle are going to die when AoE comes at bigger numbers!? Tadam.
I have yet to see use of Battlecruisers, Ravens, Ghosts, Thors as a transition into the lategame. Why doesn't anybody use those?
Ravens are awesome.

Also, start playing random because you are biased as fuck. THe only crybaby in here is you.

It is not that terran players refuse to build late game unit, it is how to do it safely without dying and terran tech switches are highly affected by maps. For example, it is much easier to make battlecruisers in (Wiki)Metropolis since the map has easily protectable bases due to chokes, which allow you to turtle easier on 5 bases and safely make whatever unit composition you want. On the other hand, in maps like (Wiki)Tal& it is much harder to defend +3 bases while tech switching to battlecruisers, since your bases are far apart and there isn't any main chokes where to protect your bases. This is even harder if you are changing your unit composition into something much slower moving units (like going bio to mech) which will make protecting bases even harder.


Lets not forget the fact that BC take a month to build, are on a seperate upgrade track and cost a mint. Just like every other late game terran unit except the ghost. They are also beyond slow. I am a protoss and think terrans are whining a bit, but I am not going to tell them they should just use BCs because no one else does.

Yes that too. But I still don't think the cost and the build times are that big of an issue if you can easily and safely turtle in 5 bases like in Metropolis. Like morrow played as terran against some pro zerg (can't remember the zerg player >.<) in metropolis where he was able to mass ravens.


I don't think anyone should be counting on being able to turtle on 5 bases to get mass anything. If that is the point when BCs become viable, then I don't think they will ever come up in a reasonable game of equally skilled players.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
April 25 2012 17:33 GMT
#4299
On April 26 2012 01:08 teamhozac wrote:
Show nested quote +
On April 25 2012 20:05 DoubleReed wrote:
On April 25 2012 16:50 50bani wrote:
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.


Terran bio is way more mobile than Protoss. How would that be equivalent? The races are unique, what part of this do you not understand?

I mean what if I started talking about "what if Terran had larva and could produce 20 scvs at once! Think of what larva would do in any RTS game. I don't see how this doesn't look game breaking to you." Yes, all races have "gamebreaking mechanics" if you haven't noticed. These are exactly the things that make the game interesting and fun to play.


The "different races are different" argument is so stupid. Yeah no shit they are different, if something is overpowered and abusive, regardless of what race it belongs to, it shouldnt be in the game, period. Everyone whined about mules being OP but they are 100% necessary in order for Terran to keep up with zerg/protoss economy, even with them, we cant keep up, you will always have more income and supply than us in the first ten minutes of the game unless we do some crazy double/triple expand or we apply pressure, which basically every terran does now, realizing it is the only way to win, constantly attack Z and P. And what "gamebreaking" mechanic does Terran have? Mules? please.

Not to mention, they NERFED the mule on gold minerals, so all the crybabies got partially what they wanted. Mules are not even that great until they very late game when you have like 5 orbitals and you can cut scvs. Most of the time anyways the Terran will lose if it gets to that point as late game terran = trash. Once again due to mechanics such as warpgate and larva inject, late game heavily favors zerg/protoss. Why zerg or protoss NEED warpgate and larva inject is beyond me, yeah they are cool mechanics for the races, but fair? Not so sure. I am not sure why players feel they ABSOLUTELY need these mechanics to stay alive when they were not even in broodwar, nor was chronoboost. I propose removing chronoboost, removing MULE, removing larva inject, and removing warpgate... this goes along with the "Breadth of Gameplay" thread, it would make armies smaller, micro more important, etc. Whos with me?


I think the macro mechanics are really cool. They add uniqueness to the macro of the races, which makes the races feel different even completely outside of fights. They also add a lot more choices in terms of tweaking your strategies. They add depth to the game.

You just want to give up on balance and make the races similar. Forcefields are bullshit, larva is broken, marines lolol. This is what I'm hearing from you. What makes you more legitimate than other people's claims of bullshit mechanics?
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2012-04-25 17:47:55
April 25 2012 17:42 GMT
#4300
On April 26 2012 01:33 Hoodlum wrote:
Show nested quote +
On April 26 2012 01:08 teamhozac wrote:
On April 25 2012 20:05 DoubleReed wrote:
On April 25 2012 16:50 50bani wrote:
On April 25 2012 12:24 usethis2 wrote:
Stop talking as if Warp Gates are a balance problem, because even if it was it would not go away. It is what defines the Protoss race in SC2 and Blizzard will not give up this unique/cool concept.

And exactly the same arguments can made for Spawn larvae. Zerg units have inferior stats per cost and generally don't have much synergy between them. (most of them are designed for "counter") Why do you think that should be the case? If you think Stalkers are made weak because of Warp Gates, then imagine 30 stalkers popping out after a big battle. How about 10 Colossi at once. Zerg units have to be weaker because they're easily massed.

You can make every race like Terran, sure. It'll be easier to balance. But then you will end up with mirror-like games in all match-ups. As much as warping and larvae-spawning seem problematic, the game needs to be balanced around them in order to have variety and fun.


What if Terran had WG instead of Protoss? Do you see a problem here?
One race can attack better and defend better at the same time because WG removes travel distance, as well as gain a unit round by instand warp-in followed by build time cooldown. I don't see how this doesn't look game braking to you. Just think of what this would do if introduce into any RTS game.


Terran bio is way more mobile than Protoss. How would that be equivalent? The races are unique, what part of this do you not understand?

I mean what if I started talking about "what if Terran had larva and could produce 20 scvs at once! Think of what larva would do in any RTS game. I don't see how this doesn't look game breaking to you." Yes, all races have "gamebreaking mechanics" if you haven't noticed. These are exactly the things that make the game interesting and fun to play.


The "different races are different" argument is so stupid. Yeah no shit they are different, if something is overpowered and abusive, regardless of what race it belongs to, it shouldnt be in the game, period. Everyone whined about mules being OP but they are 100% necessary in order for Terran to keep up with zerg/protoss economy, even with them, we cant keep up, you will always have more income and supply than us in the first ten minutes of the game unless we do some crazy double/triple expand or we apply pressure, which basically every terran does now, realizing it is the only way to win, constantly attack Z and P. And what "gamebreaking" mechanic does Terran have? Mules? please.

Not to mention, they NERFED the mule on gold minerals, so all the crybabies got partially what they wanted. Mules are not even that great until they very late game when you have like 5 orbitals and you can cut scvs. Most of the time anyways the Terran will lose if it gets to that point as late game terran = trash. Once again due to mechanics such as warpgate and larva inject, late game heavily favors zerg/protoss. Why zerg or protoss NEED warpgate and larva inject is beyond me, yeah they are cool mechanics for the races, but fair? Not so sure. I am not sure why players feel they ABSOLUTELY need these mechanics to stay alive when they were not even in broodwar, nor was chronoboost. I propose removing chronoboost, removing MULE, removing larva inject, and removing warpgate... this goes along with the "Breadth of Gameplay" thread, it would make armies smaller, micro more important, etc. Whos with me?

Hmmm as a High Masters Terran player I feel like your completely mistaken... Terran has their strengths (marines w/ medivac good unit xD) that your ignoring while dogging the other races. First off, if this game was as imbalanced as you think it is why are different races consistently on top. How come Terran can still win stuff if these mechanics are so bad. Ya larva injects are nice but the reason why they weren't in brood war was because their units were so much stronger. Browder wanted a more swarmy feel to zerg so he nerfed their units and gave them larva inject.

Warp gate is a pain in the ass for sure but like the guy said earlier, warp gate units are a joke. If you want to complain about protoss then complain about the three sets of aoe that have in the late game not something as rediculous as warp gate. Its annoying but not that great.

In my honest opinion Terran has an interesting factor that no other race has. We have the ability to play perfectly. Let me explain... In any of the tvp or tvz matchup zerg and protoss play for terran mistakes. If we make a mistake then they can rofl stomp us (caught unseiged vz or missed emps vt) but if Terran plays perfectly, if I don't get caught unseiged or if I don't get suprised by a tech switch (just scout) if I nail my emps and focus down collosi with vikings etc then Terran rofl stomps ezpz. Its hard to play perfectly don't get me wrong but wouldn't you rather be the decider of the game then to be the guy praying that his opponent makes a mistake. That is why I play Terran!


so much truth,

Warpgates are a non issue, because all races are still limited in ressources.
If a protoss goes for attack he has ressource limited warp-in potential. (why is it that both Zerg and Terran Maxx out earlier for example?)

Warpgate would only be OP if Gateway Units were on par with Terran oder Zerg T1 units, which they are not. They are god awful. Protoss is the most reliant race on hitting AoE Spells, thats why they have got so many units with splash.

Zerg already has the better transition into a deathball then Protoss and Terran will really good micro (good and many emps!) can beat even HT / Colossus Deathballs easily (but less forgiving, still Terran is in most times in control of this.

If anyone saw White-Ra yesterday play on Metrolopolis vs. Terran will understand this.
Without AoE protoss has no chance to win any engagement after mid / late game.

The only time were Protoss Deathball gets OP is if the opponent is a bad player, thus mistakes (bad unit composition, bad positioning, bad micro) hurt alot more vs. AoE Spells. Which is why forums are so full of this.
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