• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:41
CET 09:41
KST 17:41
  • 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
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge0[TLMC] Fall/Winter 2025 Ladder Map Rotation13Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45
StarCraft 2
General
Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge [TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t RotterdaM "Serral is the GOAT, and it's not close" RSL Season 3 - RO16 Groups C & D Preview
Tourneys
$5,000+ WardiTV 2025 Championship RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
What happened to TvZ on Retro? FlaSh on: Biggest Problem With SnOw's Playstyle BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review BW General Discussion
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
How to stay on top of macro? Current Meta PvZ map balance Simple Questions, Simple Answers
Other Games
General Games
Should offensive tower rushing be viable in RTS games? Path of Exile Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine About SC2SEA.COM Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2346 users

Designated Balance Discussion Thread - Page 391

Forum Index > SC2 General
Post a Reply
Prev 1 389 390 391 392 393 1266 Next
Belha
Profile Joined December 2010
Italy2850 Posts
Last Edited: 2013-03-16 23:38:08
March 16 2013 23:35 GMT
#7801
On March 17 2013 08:15 Reborn8u wrote:
Show nested quote +
On March 17 2013 07:59 Belha wrote:
On March 17 2013 07:38 Reborn8u wrote:
On March 17 2013 07:32 Belha wrote:
Speedvacs are op in PvT. Hoping for the faster balance patch from blizz (knowing that they usually take a loooooong time to balance obvious imbalances).


I was actually just thinking about this and made a post here.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=402758&currentpage=6#103

I think the key to defending these drops lies in the following areas; building placement, reaction time, pre postioning of units and defensive structures, and map vision. These are all skill and decision based things. Balance is not the issue when all of these things aren't being utilized properly.

I just read ur post.
Apreciated the the polite way to lay the arguments. Still, I'm sorry to disagree with most of them.
First, WoL drops were not a problem, with the exception of very few maps for PvT, (never in TvZ due to creep mobility to defend).
Now in Hots, speedvacs are unmatched in mobility for the P. Also, the very fast cooldown for the speed, plus no cost at all, make zero risk for the T in case of good P defense placement. It doesn't mather of the protoss has invested a lot into defending the drop timing, with afterburn, the drop is always safe to leave. No more drop baits, no more focus the medivacs in a a chase.
While T is dropping, now the P will always lose material, and T can escape unpunished, either with P is well positioned or not.

If the P is well positioned, then the T can pull back the drop, speed up, and join forces with some frontal force and outnumber the P front army (due to forces defending in main). If the P is not defending the drop, then time to gain material for T.
So the result is that you either die to the drop because you played towards securing a third for the macro game, or you survive the drop but are considerably behind in the macro game.
Either way, when the T uses drops, (always talking about top pro level) the T will be gaining more and more eco and suply leads as game (and drops) progresses.




Now I will also politely disagree with you sir ;D
First, in WoL drops were a problem before medevacs got a speed nerf.

Speedvacs are not unmatched in mobility by protoss, (blink / recall / prism / phoenix?)

Drops are not always safe to leave if you have a blink, phoenix, or feedback. Especially if these things are prepositioned. Using time warp with blink or phoenix will ensure their demise.

I think with blink or feedback, pre positioned units, good building placement and good map vision (obs and pylons to spot drops) and perhaps a cannon per base (so widow mines are shut down) protoss can take a 3rd pretty early (obviously map dependent) Protoss can also use photon overcharge to assist in defense.

While P is attacking, now the T will always lose material, and P can escape unpunished, either with T is well positioned or not, because of Recall.

See what I did there?
Ball is in your court


Phoenix play is unviable for real PvT macro play(1).
Recall? Afterburn and leave, or better, go join the front army while P's move as a turtle.
Feedback will not be ready in time and cannot kill a medivac by their own in until lategame. (2)
Obs for map vision is ok, but cannot change that the drop forces u to go to defend while the drop can leave+afterburn to the front while ur units are slow. All this while T is already droping his 3rd (9-10 min).
Cannons are just useless to stop drops in like 90% of the maps beacuse it cannot cover space. The drop spots the cannon, leaves and either drops in other place, or drops aways from cannon and target it asap. Also cannons are expensive, specially when T is already taking the eco lead. (3)
Rushing blink is dead sentence for aganist the most simple stim pressure at 8-9 min. (4)
"While P is attacking, now the T will always lose material, and P can escape unpunished, either with T is well positioned or not, because of Recall." (5)


Now, I have no problem about talking about PvT theory of you wanna discuss. But if you don't know the basics and timings of the match up for the P at higher level (points 1,2,3,4 and 5), then the discussion is pointless.
Chicken gank op
DifuntO
Profile Joined November 2011
Greece2376 Posts
March 16 2013 23:44 GMT
#7802
In TvT when someone goes for heavy drop play the other guy makes turrets.When a zerg goes mutalisks terran makes turrets,when the protoss goes oracles terran makes turrets.

Why don't the other races make static defense? Can someone explain to me?
All I do is Stim.
covote
Profile Blog Joined October 2010
United States86 Posts
March 16 2013 23:46 GMT
#7803
T has yet to lose to a non terran in the MLG winter. Thorzain may lose soon, but still. Seems like the early days of WOL all over again.

Hots>WOL, just not balanced yet.

Speed medivacs are a problem, because medivacs are already very good when they get into position. Im not saying they absolutely need a nerf because I'm not a balance designer, but they are very very good right now.

not to mention free seige tech, and reapers with no tech lab. They just made terran much better at every phase.
TeeTS
Profile Joined June 2011
Germany2762 Posts
Last Edited: 2013-03-16 23:49:07
March 16 2013 23:48 GMT
#7804
On March 17 2013 08:44 DifuntO wrote:
In TvT when someone goes for heavy drop play the other guy makes turrets.When a zerg goes mutalisks terran makes turrets,when the protoss goes oracles terran makes turrets.

Why don't the other races make static defense? Can someone explain to me?


With the mainbases being that big as they are, turrets do shit in TvT unless you mass them, and the same goes for static defence from Protoss and Zerg. And after spending 1-2k minerals in early static defence your opponent is quite ahead without doing any point of dmg to you.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
March 16 2013 23:49 GMT
#7805
On March 17 2013 08:35 Belha wrote:
Show nested quote +
On March 17 2013 08:15 Reborn8u wrote:
On March 17 2013 07:59 Belha wrote:
On March 17 2013 07:38 Reborn8u wrote:
On March 17 2013 07:32 Belha wrote:
Speedvacs are op in PvT. Hoping for the faster balance patch from blizz (knowing that they usually take a loooooong time to balance obvious imbalances).


I was actually just thinking about this and made a post here.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=402758&currentpage=6#103

I think the key to defending these drops lies in the following areas; building placement, reaction time, pre postioning of units and defensive structures, and map vision. These are all skill and decision based things. Balance is not the issue when all of these things aren't being utilized properly.

I just read ur post.
Apreciated the the polite way to lay the arguments. Still, I'm sorry to disagree with most of them.
First, WoL drops were not a problem, with the exception of very few maps for PvT, (never in TvZ due to creep mobility to defend).
Now in Hots, speedvacs are unmatched in mobility for the P. Also, the very fast cooldown for the speed, plus no cost at all, make zero risk for the T in case of good P defense placement. It doesn't mather of the protoss has invested a lot into defending the drop timing, with afterburn, the drop is always safe to leave. No more drop baits, no more focus the medivacs in a a chase.
While T is dropping, now the P will always lose material, and T can escape unpunished, either with P is well positioned or not.

If the P is well positioned, then the T can pull back the drop, speed up, and join forces with some frontal force and outnumber the P front army (due to forces defending in main). If the P is not defending the drop, then time to gain material for T.
So the result is that you either die to the drop because you played towards securing a third for the macro game, or you survive the drop but are considerably behind in the macro game.
Either way, when the T uses drops, (always talking about top pro level) the T will be gaining more and more eco and suply leads as game (and drops) progresses.




Now I will also politely disagree with you sir ;D
First, in WoL drops were a problem before medevacs got a speed nerf.

Speedvacs are not unmatched in mobility by protoss, (blink / recall / prism / phoenix?)

Drops are not always safe to leave if you have a blink, phoenix, or feedback. Especially if these things are prepositioned. Using time warp with blink or phoenix will ensure their demise.

I think with blink or feedback, pre positioned units, good building placement and good map vision (obs and pylons to spot drops) and perhaps a cannon per base (so widow mines are shut down) protoss can take a 3rd pretty early (obviously map dependent) Protoss can also use photon overcharge to assist in defense.

While P is attacking, now the T will always lose material, and P can escape unpunished, either with T is well positioned or not, because of Recall.

See what I did there?
Ball is in your court


Phoenix play is unviable for real PvT macro play(1).
Recall? Afterburn and leave, or better, go join the front army while P's move as a turtle.
Feedback will not be ready in time and cannot kill a medivac by their own in until lategame. (2)
Obs for map vision is ok, but cannot change that the drop forces u to go to defend while the drop can leave+afterburn to the front while ur units are slow. All this while T is already droping his 3rd (9-10 min).
Cannons are just useless to stop drops in like 90% of the maps beacuse it cannot cover space. The drop spots the cannon, leaves and either drops in other place, or drops aways from cannon and target it asap. Also cannons are expensive, specially when T is already taking the eco lead. (3)
Rushing blink is dead sentence for aganist the most simple stim pressure at 8-9 min. (4)
"While P is attacking, now the T will always lose material, and P can escape unpunished, either with T is well positioned or not, because of Recall." (5)


Now, I have no problem about talking about PvT theory of you wanna discuss. But if you don't know the basics and timings of the match up for the P at higher level (points 1,2,3,4 and 5), then the discussion is pointless.



All your points get countered by you simply making an observer, checking his tech, then pumping out another 2 or 3 observers to spot the incoming drop. You can do it now safely since you got mothership core...
m0ck
Profile Blog Joined November 2010
4194 Posts
Last Edited: 2013-03-16 23:51:12
March 16 2013 23:51 GMT
#7806
*delete*
MetalicRain
Profile Joined April 2012
United States6 Posts
March 16 2013 23:51 GMT
#7807
Hello. watching MLG Winter Championship at the moment. Bunch of people in chat talking about how Terran is stupid / OP / No skill race / Nerf Terran etc.... and i just wanted to make this comment on a balance thread.

Yes Terran is very very strong at the moment. However. I, being a Protoss player, love how Terran plays out. so good, so clean, so fun to watch, and takes a TON of skill to master. I feel that Terran is close to being a set in stone race. Air is great, mech is new and fun. MMM so strong but hard to master for non pros.

Non Pros is the key phrase here. I feel like pro gamers need to branch out a little more. there skill set is very high, and needs to be shown. Similar to what we are seeing in the MLG. Its like the Terran players have gotten so much better. But the truth is that Terran is a hard race to play right now. Only top skill can show how "OP" the race is. And If your not pro then, YES its gonna be hard.

Having said this, Plz do not nerf Terran. buff Toss and Zerg to balance where Terran is now. This game needs to be hard for all but top Masters and GM. The game would be so much better and would make watching pro tournaments a whole new experience for viewers.
Sambobly
Profile Joined September 2010
Australia241 Posts
Last Edited: 2013-03-16 23:52:37
March 16 2013 23:52 GMT
#7808
On March 17 2013 08:46 covote wrote:
T has yet to lose to a non terran in the MLG winter. Thorzain may lose soon, but still. Seems like the early days of WOL all over again.

Hots>WOL, just not balanced yet.

Speed medivacs are a problem, because medivacs are already very good when they get into position. Im not saying they absolutely need a nerf because I'm not a balance designer, but they are very very good right now.

not to mention free seige tech, and reapers with no tech lab. They just made terran much better at every phase.


At MLG winter (at the time of writing) there has been two terran matchups where both players are korean and it is not a mirror match. That matches were polt v creator (3-1 to Polt) and innovation v leenock (3-0 to innovation). Besides these, all games have been foreigners getting beaten by good korean players. Balance has nothing to do with it. Until you get proper korean v korean games in significant numbers, calling imbalance is silly.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
March 16 2013 23:54 GMT
#7809
On March 17 2013 08:48 TeeTS wrote:
Show nested quote +
On March 17 2013 08:44 DifuntO wrote:
In TvT when someone goes for heavy drop play the other guy makes turrets.When a zerg goes mutalisks terran makes turrets,when the protoss goes oracles terran makes turrets.

Why don't the other races make static defense? Can someone explain to me?


With the mainbases being that big as they are, turrets do shit in TvT unless you mass them, and the same goes for static defence from Protoss and Zerg. And after spending 1-2k minerals in early static defence your opponent is quite ahead without doing any point of dmg to you.

When a Terran drops you, there are particular targets in mind - drones, tech, hatches. That narrows down where you need static defenses by a lot. You don't need to cover the whole of your main base.

Second - static defense doesnt have to be overwhelming. There is absolutely no need to drop 1-2k minerals in early static defenses. It is enough to buy time for your speedlings to return and repel the drop.
ShamW0W
Profile Joined March 2010
160 Posts
March 16 2013 23:56 GMT
#7810
On March 17 2013 07:51 Reborn8u wrote:
Show nested quote +
On March 17 2013 07:49 ShamW0W wrote:
Instead of nerfing boost an interesting approach may be to lower Medivac HP. Skilled Terrans could still properly take advantage of the boost but properly prepared defenses would take down Medivacs before they speed past.


That could cripple bio-terran in straight up engagements.


You say that but why on earth is that the case? The strength of bio is mobility and, in straight up engagements, why would the Medivacs need to be in firing range?
Half-Man Half-Amazing
theprotagonist
Profile Joined June 2011
Australia85 Posts
March 16 2013 23:59 GMT
#7811

In TvT when someone goes for heavy drop play the other guy makes turrets.When a zerg goes mutalisks terran makes turrets,when the protoss goes oracles terran makes turrets.

Why don't the other races make static defense? Can someone explain to me?

Having a couple of spine crawlers in your base to stop them from dropping your mineral line is a good option. However, you'll still need lings + mutalisks to clear up drops anyways, so most zergs tend to just compensate with the lack of static defense with good overlord placement and good map control and more zerglings.
Zenbrez
Profile Joined June 2012
Canada5973 Posts
March 17 2013 00:01 GMT
#7812
On March 17 2013 08:56 ShamW0W wrote:
Show nested quote +
On March 17 2013 07:51 Reborn8u wrote:
On March 17 2013 07:49 ShamW0W wrote:
Instead of nerfing boost an interesting approach may be to lower Medivac HP. Skilled Terrans could still properly take advantage of the boost but properly prepared defenses would take down Medivacs before they speed past.


That could cripple bio-terran in straight up engagements.


You say that but why on earth is that the case? The strength of bio is mobility and, in straight up engagements, why would the Medivacs need to be in firing range?

Fungal, storm I guess? Idk
Refer to my post.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
March 17 2013 00:01 GMT
#7813
--- Nuked ---
Whatson
Profile Blog Joined January 2012
United States5357 Posts
March 17 2013 00:04 GMT
#7814
On March 17 2013 08:46 covote wrote:
T has yet to lose to a non terran in the MLG winter. Thorzain may lose soon, but still. Seems like the early days of WOL all over again.

Hots>WOL, just not balanced yet.

Speed medivacs are a problem, because medivacs are already very good when they get into position. Im not saying they absolutely need a nerf because I'm not a balance designer, but they are very very good right now.

not to mention free seige tech, and reapers with no tech lab. They just made terran much better at every phase.

The only match that was a KR vs KR non-mirror was Polt 3-1 Creator, and that has a precedence in in WoL, Polt 5-1 Creator in IPL FC.
¯\_(シ)_/¯
Belha
Profile Joined December 2010
Italy2850 Posts
March 17 2013 00:05 GMT
#7815
On March 17 2013 08:49 Psychobabas wrote:
Show nested quote +
On March 17 2013 08:35 Belha wrote:
On March 17 2013 08:15 Reborn8u wrote:
On March 17 2013 07:59 Belha wrote:
On March 17 2013 07:38 Reborn8u wrote:
On March 17 2013 07:32 Belha wrote:
Speedvacs are op in PvT. Hoping for the faster balance patch from blizz (knowing that they usually take a loooooong time to balance obvious imbalances).


I was actually just thinking about this and made a post here.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=402758&currentpage=6#103

I think the key to defending these drops lies in the following areas; building placement, reaction time, pre postioning of units and defensive structures, and map vision. These are all skill and decision based things. Balance is not the issue when all of these things aren't being utilized properly.

I just read ur post.
Apreciated the the polite way to lay the arguments. Still, I'm sorry to disagree with most of them.
First, WoL drops were not a problem, with the exception of very few maps for PvT, (never in TvZ due to creep mobility to defend).
Now in Hots, speedvacs are unmatched in mobility for the P. Also, the very fast cooldown for the speed, plus no cost at all, make zero risk for the T in case of good P defense placement. It doesn't mather of the protoss has invested a lot into defending the drop timing, with afterburn, the drop is always safe to leave. No more drop baits, no more focus the medivacs in a a chase.
While T is dropping, now the P will always lose material, and T can escape unpunished, either with P is well positioned or not.

If the P is well positioned, then the T can pull back the drop, speed up, and join forces with some frontal force and outnumber the P front army (due to forces defending in main). If the P is not defending the drop, then time to gain material for T.
So the result is that you either die to the drop because you played towards securing a third for the macro game, or you survive the drop but are considerably behind in the macro game.
Either way, when the T uses drops, (always talking about top pro level) the T will be gaining more and more eco and suply leads as game (and drops) progresses.




Now I will also politely disagree with you sir ;D
First, in WoL drops were a problem before medevacs got a speed nerf.

Speedvacs are not unmatched in mobility by protoss, (blink / recall / prism / phoenix?)

Drops are not always safe to leave if you have a blink, phoenix, or feedback. Especially if these things are prepositioned. Using time warp with blink or phoenix will ensure their demise.

I think with blink or feedback, pre positioned units, good building placement and good map vision (obs and pylons to spot drops) and perhaps a cannon per base (so widow mines are shut down) protoss can take a 3rd pretty early (obviously map dependent) Protoss can also use photon overcharge to assist in defense.

While P is attacking, now the T will always lose material, and P can escape unpunished, either with T is well positioned or not, because of Recall.

See what I did there?
Ball is in your court


Phoenix play is unviable for real PvT macro play(1).
Recall? Afterburn and leave, or better, go join the front army while P's move as a turtle.
Feedback will not be ready in time and cannot kill a medivac by their own in until lategame. (2)
Obs for map vision is ok, but cannot change that the drop forces u to go to defend while the drop can leave+afterburn to the front while ur units are slow. All this while T is already droping his 3rd (9-10 min).
Cannons are just useless to stop drops in like 90% of the maps beacuse it cannot cover space. The drop spots the cannon, leaves and either drops in other place, or drops aways from cannon and target it asap. Also cannons are expensive, specially when T is already taking the eco lead. (3)
Rushing blink is dead sentence for aganist the most simple stim pressure at 8-9 min. (4)
"While P is attacking, now the T will always lose material, and P can escape unpunished, either with T is well positioned or not, because of Recall." (5)


Now, I have no problem about talking about PvT theory of you wanna discuss. But if you don't know the basics and timings of the match up for the P at higher level (points 1,2,3,4 and 5), then the discussion is pointless.



All your points get countered by you simply making an observer, checking his tech, then pumping out another 2 or 3 observers to spot the incoming drop. You can do it now safely since you got mothership core...

You could read the whole argumentation, but i guess posting without any care for a discussion or either trolling is faster, funnier and free.
Chicken gank op
DifuntO
Profile Joined November 2011
Greece2376 Posts
March 17 2013 00:07 GMT
#7816
On March 17 2013 08:59 theprotagonist wrote:
Show nested quote +

In TvT when someone goes for heavy drop play the other guy makes turrets.When a zerg goes mutalisks terran makes turrets,when the protoss goes oracles terran makes turrets.

Why don't the other races make static defense? Can someone explain to me?

Having a couple of spine crawlers in your base to stop them from dropping your mineral line is a good option. However, you'll still need lings + mutalisks to clear up drops anyways, so most zergs tend to just compensate with the lack of static defense with good overlord placement and good map control and more zerglings.


Well yeah but a lot of times terran will attack 2 locations at once,main army and a drop so these static defenses can buy you enough time to be able to react and not lose much.
All I do is Stim.
Zenbrez
Profile Joined June 2012
Canada5973 Posts
March 17 2013 00:07 GMT
#7817
How would you (anyone) consider this change:

If you use the boost, it puts a debuff on the medivac that prevents it from healing for 30 (pick your duration) seconds.

This would stay relevant throughout the entire game - whereas say the boost costing energy won't be important once the terran has lots of medivacs, or there wasn't any action going on so they're all full energy, etc. If it seems like this debuff is a bit harsh, well that's the point. You can still drop without using the boost, or decide that extra speed is truely going to be useful in a specific situation, you better be ready to let your bio die more easily.
Refer to my post.
theprotagonist
Profile Joined June 2011
Australia85 Posts
March 17 2013 00:10 GMT
#7818
How would you (anyone) consider this change:

If you use the boost, it puts a debuff on the medivac that prevents it from healing for 30 (pick your duration) seconds.

This would stay relevant throughout the entire game - whereas say the boost costing energy won't be important once the terran has lots of medivacs, or there wasn't any action going on so they're all full energy, etc. If it seems like this debuff is a bit harsh, well that's the point. You can still drop without using the boost, or decide that extra speed is truely going to be useful in a specific situation, you better be ready to let your bio die more easily.


That might be too drastic of a change, I would be happy just to see a change in cd. I want it to be a choice. You can either rambo in or rambo out. I don't fucken want ninja medivacs flying everywhere.
DemigodcelpH
Profile Joined August 2011
1138 Posts
March 17 2013 00:11 GMT
#7819
The only people who have taken a lot of damage from afterburner would've taken it without afterburner.

1. Bad (or non-existent) observer positioning in common drop routes.
2. No static defense (Leenock not building even ONE spore).

Afterburner is perfectly fine, and know that whining about balance when the reality is simply people playing bad is harmful to the health of this game.
m0ck
Profile Blog Joined November 2010
4194 Posts
Last Edited: 2013-03-17 00:12:53
March 17 2013 00:12 GMT
#7820
The biggest problem as I see it:

Terran almost inevitably begins the game with the stronger economy against both P and Z and when you combine that with terran being almost safe from harassment (widow-mines making aggression/movement on map risky), while P and Z are quite vulnerable to it, the game will be T favored. It results in most games being played out on terran terms.

With terran having improved quite a bit in the late-game (at least against Z), it's not really clear when Z is supposed to win. Protoss still have strong timings, but I've seen too little of the late-game to make an informed opinion.
Prev 1 389 390 391 392 393 1266 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
WardiTV Mondays #59
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Shuttle 995
hero 904
Larva 344
Zeus 333
Jaedong 297
Killer 189
Leta 162
EffOrt 55
Soma 51
yabsab 49
[ Show more ]
Sharp 29
Hm[arnc] 9
Dota 2
XaKoH 409
febbydoto12
League of Legends
JimRising 602
C9.Mang0152
Reynor87
Counter-Strike
shoxiejesuss273
Other Games
summit1g18554
WinterStarcraft406
ceh9365
Fuzer 264
rGuardiaN44
Dewaltoss16
Organizations
Dota 2
PGL Dota 2 - Main Stream5113
PGL Dota 2 - Secondary Stream3170
StarCraft: Brood War
UltimateBattle 94
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Berry_CruncH206
• LUISG 18
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• iopq 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Scarra1713
• Rush1401
• Lourlo802
• Stunt432
• HappyZerGling143
Upcoming Events
Wardi Open
3h 19m
Monday Night Weeklies
8h 19m
Replay Cast
14h 19m
WardiTV Korean Royale
1d 3h
BSL: GosuLeague
1d 12h
The PondCast
2 days
Replay Cast
2 days
RSL Revival
3 days
herO vs Zoun
Classic vs Reynor
Maru vs SHIN
MaxPax vs TriGGeR
BSL: GosuLeague
3 days
RSL Revival
4 days
[ Show More ]
WardiTV Korean Royale
4 days
RSL Revival
5 days
WardiTV Korean Royale
5 days
IPSL
5 days
Julia vs Artosis
JDConan vs DragOn
RSL Revival
6 days
Wardi Open
6 days
IPSL
6 days
StRyKeR vs OldBoy
Sziky vs Tarson
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-14
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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 © 2025 TLnet. All Rights Reserved.