• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:42
CET 14:42
KST 22:42
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #22 - Presented by Monster Energy
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
ASL21 General Discussion RepMastered™: replay sharing and analyzer site mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/ Soulkey's decision to leave C9
Tourneys
[ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B 2026 Changsha Offline Cup
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1556 users

Designated Balance Discussion Thread - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 1264 1265 1266 Next
starmeat_
Profile Joined May 2011
105 Posts
Last Edited: 2011-08-15 22:37:40
August 15 2011 22:35 GMT
#41
the extreme aggression of terran vs zerg is very hard for me to deal with.

not many terrans can pull it off well, since it requires multiple drops as well as a slow push or harassing the front.

this style is best denoted by sC vs NesTea and MMA vs NesTea.

i think this is how Terrans should be playing against Zerg, well at this moment in time anyway. when you're attacking the zerg in multiple locations, you are in effect pushing him to make units instead of drones, which eventually cripples the zerg because Terran is macroing in the background.

i want this style against zerg to develop, since I feel passivity, in my mind at least, is an instant loss against zerg, when the zerg play his cards right, which no zergs seem to do except NesTea.

i'd like to see the metagame develop, but I feel the match up may be going Mech, esp. when I saw FXO.TheBest in the GSTL.
Strike_
Profile Blog Joined January 2011
Netherlands704 Posts
August 15 2011 22:37 GMT
#42
I always thought that TvP was the most balanced MU...
But I think that EMP should have the same range as storm because the only way a lategame P army can get storms off is if the T misses his .1 second window of EMP...
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-08-15 22:41:01
August 15 2011 22:38 GMT
#43
On August 16 2011 07:35 Techno wrote:
Ultimately this results in me winning 30 minute games with ~5 well executed engagements, and me losing 15 minute games with 1 bad engagement.


This is true for late-game yes. But I think this is (even more than ) equalized by the tons of free-wins you can get by doing clever timing pushes (no, not 111).
Like early 2 ghost play completely crushes an early archon-tech-player or a slow colossus tech (with "slow" I mean that there are actually no colossi out yet lol).

Meaning, yes, in the lategame it's harder for terran to finish off a constantly re-warping toss, but in the midgame if terran gets the upper hand it's lights out.

Also terran doesn't actually need that many mineral-mining-scvs in the lategame, so doing real "economic damage" to a terran is really not that easy
This is no flame-bait btw, many terrans nowadays suicide scvs and rely on mules.
"You see....YOU SEE..." © 2010 Sen
Sypher-
Profile Joined July 2011
3 Posts
Last Edited: 2011-08-15 22:41:44
August 15 2011 22:40 GMT
#44
Please please please don't compare storm and emp. Terran unit models are much smaller than their protoss counter parts and have much less HP emp isn't a terran's "storm". Think about an archon, you could only at most hit 2 archons with one emp while you could probably storm up to 20 units in a marine marauder ball.
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
August 15 2011 22:40 GMT
#45
On August 16 2011 07:35 starmeat_ wrote:
i'd like to see the metagame develop, but I feel the match up may be going Mech, esp. when I saw FXO.TheBest in the GSTL.

The zerg's he played just handled mech poorly. They would have ran over his 3-4 thors and thus the rest of his army if they went mass muta. You can't engage a mech army on the ground with roaches when they have like 15 tanks, it was just silly of them to try so. If you force more thors with your mutas though your roaches become a lot more effective, so it's a balancing act which the zerg's failed at.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
Techno
Profile Joined June 2010
1900 Posts
August 15 2011 22:41 GMT
#46
On August 16 2011 07:38 sleepingdog wrote:
Show nested quote +
On August 16 2011 07:35 Techno wrote:
Ultimately this results in me winning 30 minute games with ~5 well executed engagements, and me losing 15 minute games with 1 bad engagement.


This is true for late-game yes. But I think this is (even more than ) equalized by the tons of free-wins you can get by doing clever timing pushes (no, not 111).
Like early 2 ghost play completely crushes an early archon-tech-player or a slow colossus tech (with "slow" I mean that there are actually no colossi out yet lol).

Meaning, yes, in the lategame it's harder for terran to finish off a constantly re-warping toss, but in the midgame if terran gets the upper hand it's lights out.

Ok, ok. But is that good game design?
Hell, its awesome to LOSE to nukes!
K3Nyy
Profile Joined February 2010
United States1961 Posts
August 15 2011 22:41 GMT
#47
Ehh.. watching PvT lately really makes me cry. Excluding the 1/1/1, I still think TvP is still Terran favored.

If Terran can get 2-3 EMPs on the Protoss army, that's the equivalent of all their units being at half HP. Also, I think once Terran gets enough Vikings to 1 shot the Colo, they can just kite the MMM while the Vikings focus the Colo so the MMM doesn't get hit.

Also with the drops... dropping 2-3 places at once when the Medivacs are healing them.. it's sure to do a lot of damage unless you spot it before it happens.

It looks really Protoss favored at lower levels, I even thought it was Protoss favored for a while, but when I watch Korean Terrans with their micro, it's ridiculous how one sided they make their fights look.
ClueLessx3
Profile Joined April 2011
Australia53 Posts
August 15 2011 22:42 GMT
#48
On August 16 2011 07:35 Demonace34 wrote:
Show nested quote +
On August 16 2011 07:33 ClueLessx3 wrote:
On August 16 2011 07:19 Yoshi Kirishima wrote:
On August 16 2011 07:18 Fig wrote:
Yeah I have wondered about this for a long time myself. It seems like all the micro is in the terran's hands during the late game. Which admittedly makes it hard for the terran player, but it is nice to know that they do have the tools to win even engagements if they have strong enough micro. I wish there was more micro potential for toss to even it out.

One big example of this is the ghost design.
EMP = 10 range
Snipe = 10 range

Now we look at the HT
Storm = 9 range
Feedback = 9 range

This shows that if both players have the same skills, the terran player will get off an EMP before a storm can occur. But this puts a lot of pressure on the terran to land them. If instead each spell had 9 range, then the toss would be required to micro just as much, making the engagement much more interesting and fair for all levels.


Edit:

Holy frick i ALWAYS thought it was 9 range! so they have even slightly more of an edge over HT (like they're supposed to as soft to hard counters in TvP) and actually outrange Neural/fungals o.o wow didn't know

Edit2:

Anyways, I honestly think the 1/1/1 push is fine, yeah sure it's a bit hard but these days most pros are going for economic builds as Protoss anyways aren't they?


Don't forget emp splashes and the maximum centre is at 10 so in actual fact it can go up to 11 range

It goes up to 12 actually 10+2, but I highly doubt people EMP good enough to hit HT at 12 range regularly.

Oh my bad thanks for fixing it up ^^
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
Last Edited: 2011-08-15 22:45:38
August 15 2011 22:42 GMT
#49
On August 16 2011 07:35 starmeat_ wrote:
the extreme aggression of terran vs zerg is very hard for me to deal with.

not many terrans can pull it off well, since it required multiple drops as well as a slow push or harassment from the front.

this style is best denoted by sC vs NesTea and MMA vs NesTea.

i think this is how Terrans should be playing against Zerg, well at this moment in time anyway. when you're attacking the zerg in multiple locations, you are in effect pushing him to make units instead of drones, which eventually cripples the zerg because Terran is macroing the background.

I want this style against zerg to develop, since I feel passivity in my mind at least is an instant loss against zerg, when the zerg play his cards right, which no zergs seem to do except NesTea.

i'd like to see the metagame develop, but I feel the match up may be going Mech, esp. when I saw FXO.TheBest in the GSTL.


Well I think it goes more like this.

TvZ
Early game: Harass asap with either 2 rax pressure or feign pressure to make them produce extra lings and a spine or two.
Mid game: Either 3 tank Marine with stim/combat shield push or some type of elevator with BFH and marines with stim.
Late game: Just slow push across the map, zone out the mutalisk with thors and marines and be meticulous with tank positioning.

About the drops. At the start of the game, the earliest drop is somewhere around 7-8 minute mark, which can be fragile in this matchup, if you lose that drop and that medivac that early you are behind. Later on the Zerg HAS to put down spines around his bases or someone like MMA will just task your multitasking until you can't make anymore units and give up. Overlord and creep spread is paramount at that point in the game and if you aren't able to do it well, the Zerg should lose.

EDIT: Also, in your post you are saying it is hard for "YOU" to deal with. Personal experience is always good, but until you are of the highest level the only imbalances a community should focus on are at the top. That is why this topic always devolves into people complaining about other people not being pros so they can't say anything about balance. I disagree with that, but I would suggest that people come to the table with observation of hundreds of games and not just personal experience.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
whoopingchow
Profile Joined June 2011
United States293 Posts
Last Edited: 2011-08-15 22:45:44
August 15 2011 22:43 GMT
#50
On August 16 2011 07:30 Xenogears wrote:
Show nested quote +
On August 16 2011 07:23 sleepingdog wrote:
On the EMP-thing: terrans might not realize or like to admit this, but EMP is actually storm and feedback combined vs protoss. It instantly takes away a huge part of "hitpoints" and takes away the ability to cast.
Feedback has never been about "killing" stuff (except maybe medivac drops) but always about preventing the opponent from casting. EMP dominates because, furthermore, ghosts can cloak.

This means, the terran only has to cloak and hit EMP, while the toss has to have perfect observer-control to spot the ghosts, then feedback them, and THEN hopefully have some HTs with energy left for storm. Usually, on the non-pro-level, you see a clumped up terran and a clumped up toss moving against each other......then if the terran hits EMP before toss hits storms it's gg, if the toss hits a storm the terran CAN STILL EMP and it will be even (unless terran takes a shower in storms).
Protoss has to spread templars (which is what terrans always tell protoss), terran doesn't have to spread because a) storm is not "instant", you can move out of it and b) even if you take some damage you still have the medivac-heal, which means the toss better have either multiple storms or colossi to finish the job. So honestly? no, I see much more terran free-wins because toss gets all HTs EMPed than I see toss free-wins because they hit 2-3 good storms.

Overall, I think it is balanced because toss only has to a-move chargelots while terran has to kite them. Also terran has to balance against the colossi/templar composition while toss has the "first mover advantage" there. But the EMP vs storm battle is definitely more challenging/micro-demanding on the toss-part.


Bull***t bro, Feedback KILLS stuff, and Storm > EMP in terms of damages, don't even get me started....
You kill armies with storm (and no you can't dodge...), and you remove shield with EMP which is most of the time less an amount than HP...


That's the exact post the OP was hoping to avoid....

a) Ghosts have a longer range, so with good enough micro, you can negate that. And with Marauders' already incredibly efficient damage vs. every armored unit, storms can punish that effectively.
b) Can you imagine trying to pick out the two or three ghosts in a huge bio mass to feedback?
c) You can either choose to feedback medivacs or storm the army.If you storm and let them retreat, Medivacs can heal up, run out of energy, and be un-feedbackable. If you feedback the medivacs, the now fearlessly stimmed army could roll you over.
d) Terran bio ball is SO much cheaper compared to the Toss ball.

I play Terran, and I have no problem with the balance of HT. Now Infestors.... :p
sleepingdog
Profile Joined August 2008
Austria6145 Posts
August 15 2011 22:43 GMT
#51
On August 16 2011 07:41 Techno wrote:
Show nested quote +
On August 16 2011 07:38 sleepingdog wrote:
On August 16 2011 07:35 Techno wrote:
Ultimately this results in me winning 30 minute games with ~5 well executed engagements, and me losing 15 minute games with 1 bad engagement.


This is true for late-game yes. But I think this is (even more than ) equalized by the tons of free-wins you can get by doing clever timing pushes (no, not 111).
Like early 2 ghost play completely crushes an early archon-tech-player or a slow colossus tech (with "slow" I mean that there are actually no colossi out yet lol).

Meaning, yes, in the lategame it's harder for terran to finish off a constantly re-warping toss, but in the midgame if terran gets the upper hand it's lights out.

Ok, ok. But is that good game design?


If both sides can make correct decisions based on what they see (and not rely on blind counteres) - then yes.
"You see....YOU SEE..." © 2010 Sen
Buzzo
Profile Joined June 2011
58 Posts
August 15 2011 22:44 GMT
#52
On August 16 2011 07:41 Techno wrote:
Show nested quote +
On August 16 2011 07:38 sleepingdog wrote:
On August 16 2011 07:35 Techno wrote:
Ultimately this results in me winning 30 minute games with ~5 well executed engagements, and me losing 15 minute games with 1 bad engagement.


This is true for late-game yes. But I think this is (even more than ) equalized by the tons of free-wins you can get by doing clever timing pushes (no, not 111).
Like early 2 ghost play completely crushes an early archon-tech-player or a slow colossus tech (with "slow" I mean that there are actually no colossi out yet lol).

Meaning, yes, in the lategame it's harder for terran to finish off a constantly re-warping toss, but in the midgame if terran gets the upper hand it's lights out.

Ok, ok. But is that good game design?


A now start the next discussion:

"Warpgate THE ROOT OF ALL EVIL" :-)
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
August 15 2011 22:44 GMT
#53
On August 16 2011 07:41 Techno wrote:
Show nested quote +
On August 16 2011 07:38 sleepingdog wrote:
On August 16 2011 07:35 Techno wrote:
Ultimately this results in me winning 30 minute games with ~5 well executed engagements, and me losing 15 minute games with 1 bad engagement.


This is true for late-game yes. But I think this is (even more than ) equalized by the tons of free-wins you can get by doing clever timing pushes (no, not 111).
Like early 2 ghost play completely crushes an early archon-tech-player or a slow colossus tech (with "slow" I mean that there are actually no colossi out yet lol).

Meaning, yes, in the lategame it's harder for terran to finish off a constantly re-warping toss, but in the midgame if terran gets the upper hand it's lights out.

Ok, ok. But is that good game design?


Maybe you have to less medivacs / don't babysit them enough.
If you really win an engagement in vaporizing his whole army, you should be able to push on.
But you seriously need your medivacs to do so. If you have 5 marauders and 10 marines, and 5 medivacs on top of them, even if he warps 15 zealots in, you can just stay still and hit stim, and his units die. But you absolutely NEED medivacs. Medivac retention is key in the lategame, otherwise you kill your own army through stimming.

It's the same for protoss, he has to retain his stalkers through the game. He won't be able to build new stalkers in the later game, because they eat to much gas / minerals, while being extremely inefficient.
wat
fighter2_40
Profile Blog Joined December 2010
United States420 Posts
August 15 2011 22:45 GMT
#54
I just played a game against my friend in a custom today vs his blue flame hellions.

I put up spine crawlers at my ramp to wall off but as it turns out... hellions can fit through spines.

In my opinion, this is a problem that can be fixed easily by just making spines take up more space. It makes defending mass hellion much easier as right now zerg needs to make spines and evo chambers in front to actually wall off.

Cannons and bunkers are hellion tight... why aren't spines.
Techno
Profile Joined June 2010
1900 Posts
August 15 2011 22:46 GMT
#55
On August 16 2011 07:44 Elefanto wrote:
Show nested quote +
On August 16 2011 07:41 Techno wrote:
On August 16 2011 07:38 sleepingdog wrote:
On August 16 2011 07:35 Techno wrote:
Ultimately this results in me winning 30 minute games with ~5 well executed engagements, and me losing 15 minute games with 1 bad engagement.


This is true for late-game yes. But I think this is (even more than ) equalized by the tons of free-wins you can get by doing clever timing pushes (no, not 111).
Like early 2 ghost play completely crushes an early archon-tech-player or a slow colossus tech (with "slow" I mean that there are actually no colossi out yet lol).

Meaning, yes, in the lategame it's harder for terran to finish off a constantly re-warping toss, but in the midgame if terran gets the upper hand it's lights out.

Ok, ok. But is that good game design?


Maybe you have to less medivacs / don't babysit them enough.
If you really win an engagement in vaporizing his whole army, you should be able to push on.
But you seriously need your medivacs to do so. If you have 5 marauders and 10 marines, and 5 medivacs on top of them, even if he warps 15 zealots in, you can just stay still and hit stim, and his units die. But you absolutely NEED medivacs. Medivac retention is key in the lategame, otherwise you kill your own army through stimming.

It's the same for protoss, he has to retain his stalkers through the game. He won't be able to build new stalkers in the later game, because they eat to much gas / minerals, while being extremely inefficient.

Yes I agree that the fault of this is the medivacs. I find them dieing an awful lot. It would be extremely taxing for me to add medivac micro onto all the micro/macro I'm already doing in my 250APM TvP battles, but I'll try.
Hell, its awesome to LOSE to nukes!
ScythedBlade
Profile Joined May 2010
308 Posts
August 15 2011 22:47 GMT
#56
The problem like people say, really is the warp gate nerf. That, and templars are now completely sh*t.

Yes, you can have 80 damage, but only if your opponent is bad. Now, here's the reason why it used to work, "in Blizzard's logic".

Technically, with Amulet, you could take advantage of the slow, slow, very slow, templar speed. However, now that templars don't have that, AND they are extremely slow, it makes them so much easier targets.

What I really think is that templar speed should drastically go up to match ghosts or infestors at least to make them decent units once more while reducing the risk to actually go templars once more.
godemperor
Profile Joined October 2010
Belgium2043 Posts
Last Edited: 2011-08-15 22:49:05
August 15 2011 22:47 GMT
#57
On August 16 2011 07:43 whoopingchow wrote:
Show nested quote +
On August 16 2011 07:30 Xenogears wrote:
On August 16 2011 07:23 sleepingdog wrote:
On the EMP-thing: terrans might not realize or like to admit this, but EMP is actually storm and feedback combined vs protoss. It instantly takes away a huge part of "hitpoints" and takes away the ability to cast.
Feedback has never been about "killing" stuff (except maybe medivac drops) but always about preventing the opponent from casting. EMP dominates because, furthermore, ghosts can cloak.

This means, the terran only has to cloak and hit EMP, while the toss has to have perfect observer-control to spot the ghosts, then feedback them, and THEN hopefully have some HTs with energy left for storm. Usually, on the non-pro-level, you see a clumped up terran and a clumped up toss moving against each other......then if the terran hits EMP before toss hits storms it's gg, if the toss hits a storm the terran CAN STILL EMP and it will be even (unless terran takes a shower in storms).
Protoss has to spread templars (which is what terrans always tell protoss), terran doesn't have to spread because a) storm is not "instant", you can move out of it and b) even if you take some damage you still have the medivac-heal, which means the toss better have either multiple storms or colossi to finish the job. So honestly? no, I see much more terran free-wins because toss gets all HTs EMPed than I see toss free-wins because they hit 2-3 good storms.

Overall, I think it is balanced because toss only has to a-move chargelots while terran has to kite them. Also terran has to balance against the colossi/templar composition while toss has the "first mover advantage" there. But the EMP vs storm battle is definitely more challenging/micro-demanding on the toss-part.


Bull***t bro, Feedback KILLS stuff, and Storm > EMP in terms of damages, don't even get me started....
You kill armies with storm (and no you can't dodge...), and you remove shield with EMP which is most of the time less an amount than HP...


That's the exact post the OP was hoping to avoid....

a) Ghosts have a longer range

This my main problem with PvT, EMP has longer range than feedback (10 vs 9) and is AOE, making emping HT much easier than feed backing Ghosts not to mention cloak. But I have been experimenting with putting HT in warp prism and unloading them before needing storm, but I dont have enough apm for that. Blizz should make range for EMP and FB the same.
Huntz
Profile Joined July 2011
164 Posts
August 15 2011 22:48 GMT
#58
I think at the highest level, especially even higher than korean pros, TvP definitely favors T, simply because the onus is on them to perform well. EMP out ranges feedback/storm. You scan your army/ahead of your army/between the two armies to snipe obs, and scan ahead, cloak and go in for EMPs/snipes. I feel like terran can even the obs game with scan and take the range advantage (especially with the possible 12 range EMP for hitting the single forward HTs). Kiting is difficult, but the protoss has no way to negate it other than to hope the terran is bad at it or bad at kiting + macro. It just seems to me that after you pass the protoss drop defense/macro/FF/GS/feedback/storm skill cap, EVERYTHING past that goes to terran. Protoss needs more mobility/harass/micro options so they can compete at the highest level.
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
August 15 2011 22:49 GMT
#59
On August 16 2011 07:45 fighter2_40 wrote:
I just played a game against my friend in a custom today vs his blue flame hellions.

I put up spine crawlers at my ramp to wall off but as it turns out... hellions can fit through spines.

In my opinion, this is a problem that can be fixed easily by just making spines take up more space. It makes defending mass hellion much easier as right now zerg needs to make spines and evo chambers in front to actually wall off.

Cannons and bunkers are hellion tight... why aren't spines.


I think this has to do with zerg not wanting to create chokes for themselves, just think of creating a wall just for it to bite you in the ass later making your lings/blings running through a tight choke into tanks. It wouldn't be pretty.

To state the obvious, if you scout hellions out of a reactor I would suggest either roaches or teching to spire at a decent time. If you don't, I think you pretty much just die to straight up hellions with BF, unless you have some sick ass surround with zerglings or you do sim city well enough to keep them out. (watch out for elevator with medivacs). I don't think this has much balance discussion though.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
Strike_
Profile Blog Joined January 2011
Netherlands704 Posts
August 15 2011 22:51 GMT
#60
On August 16 2011 07:40 Sypher- wrote:
Please please please don't compare storm and emp. Terran unit models are much smaller than their protoss counter parts and have much less HP emp isn't a terran's "storm".

Is a HT smaller than a ghost?
Is a marine smaller than a zealot?
Is a marauder smaller than a stalker?
Also T units may have less hp but dont forget about medivacs
Prev 1 2 3 4 5 1264 1265 1266 Next
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
11:00
2026 Week 2
WardiTV829
TKL 229
SteadfastSC170
IndyStarCraft 155
Rex135
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko325
TKL 229
SteadfastSC 170
IndyStarCraft 155
Rex 135
StarCraft: Brood War
Britney 76716
Sea 26512
Calm 5911
Jaedong 1871
Horang2 946
Mini 575
EffOrt 471
firebathero 449
Rush 416
Hyuk 396
[ Show more ]
actioN 334
Shine 328
ZerO 274
Light 272
Snow 201
ggaemo 201
Soma 145
Mind 101
Sharp 101
Last 97
ToSsGirL 81
Pusan 73
Barracks 50
Backho 48
Aegong 44
sorry 31
IntoTheRainbow 17
ajuk12(nOOB) 17
zelot 17
Bale 16
GoRush 13
Nal_rA 12
910 12
Terrorterran 10
Rock 9
ivOry 9
Noble 8
eros_byul 1
Dota 2
Gorgc7037
BananaSlamJamma287
Counter-Strike
byalli350
x6flipin326
Heroes of the Storm
MindelVK15
Other Games
singsing2002
B2W.Neo890
olofmeister751
shoxiejesuss633
hiko563
XBOCT316
crisheroes296
Fuzer 166
XaKoH 148
RotterdaM104
ArmadaUGS87
Hui .82
Sick68
QueenE65
ZerO(Twitch)10
Organizations
Dota 2
PGL Dota 2 - Main Stream54
StarCraft: Brood War
lovetv 12
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV545
League of Legends
• TFBlade586
Upcoming Events
Replay Cast
10h 18m
KCM Race Survival
19h 18m
The PondCast
20h 18m
WardiTV Team League
22h 18m
OSC
22h 18m
Replay Cast
1d 10h
WardiTV Team League
1d 22h
RSL Revival
2 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
2 days
Platinum Heroes Events
3 days
[ Show More ]
BSL
3 days
RSL Revival
3 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
3 days
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Light vs Calm
Royal vs Mind
Wardi Open
4 days
Monday Night Weeklies
5 days
OSC
5 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Rush vs PianO
Flash vs Speed
Replay Cast
6 days
Afreeca Starleague
6 days
BeSt vs Leta
Queen vs Jaedong
Liquipedia Results

Completed

Proleague 2026-03-24
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.