• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:23
CEST 08:23
KST 15:23
  • 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 Pt2: News Flash9[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple herO wins SC2 All-Star Invitational
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
[ASL21] Ro24 Preview Pt2: News Flash ASL21 General Discussion Gypsy to Korea How Can I Add Timer & APM Count? A cwal.gg Extension - Easily keep track of anyone
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E Azhi's Colosseum - Foreign KCM Escore Tournament StarCraft Season 2
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
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
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11266 users

Designated Balance Discussion Thread - Page 483

Forum Index > SC2 General
Post a Reply
Prev 1 481 482 483 484 485 1266 Next
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
May 08 2013 20:38 GMT
#9641
On May 09 2013 05:17 Graven wrote:
Show nested quote +
On May 09 2013 04:56 Chaggi wrote:
On May 09 2013 04:26 Graven wrote:
@Sissors and Chaggi: To both of you, the distinction is that no micro is needed for mines. It's not like storms, EMP, banelings, etc. So if you turn away to build a rax in your main, you can camp your units near your mines and they're protected. Not to mention, Zerg has the largest requirement of multi-tasking during an egagement, especially with ling/bling, because if you're slow on injects, you literally don't have the larvae to compete with the Terran bio.

And I enjoy playing random in team games, so I'm very familiar with all the races mechanics (and I'm very sloppy with Nexus energy and muling, lol), but I don't think it's fair to compare the ease of kiting an Ultra to the complexity of ling/bling vs. Widow Mines. I genuinely can't imagine someone doing both of those and thinking they require the same level of skill, haha. With splitting, it's more of a grey area, as pro-splitting can be pretty awesome. But again, I'm fine with bling vs. splitting marines...the issue is blings vs. afk Terrans with mines everywhere.


It's very easy to exploit mines if you know how they work and you can see pros do it a lot.

Everyone else (and I do mean pros cause seriously, who cares about a Diamond level player) can do it, and you should too.


Good talk.

It's clear your angry, so I'd prefer end this discussion here. In all seriousness though, go back and read a few of my previous posts. The point is to show that non-pro Zergs are the ones having the issue. While I agree that's not game-breaking, it is an issue and is also an explaination for the QQ, whether you agree with that or not.


It's you're* and I'm not. If non-pro zergs are the ones having trouble with it, where does it stop? Where's the balance in that? What about making WM's non cloaked, or longer burrow time, or smaller radius? And don't forget, if you make it so mines have to use targetting (which, hey I'm not totally against, I'd love if I could specifically target things and not have to worry about it prematurally firing) you're going to make it harder for the low level Terrans. The point is, you're arguing for a point that should NEVER happen. This game WILL get worse if you cater to people who don't have the basic skills that their race requires. If you don't understand that, then there's nothing else I can say.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
May 08 2013 20:41 GMT
#9642
On May 09 2013 05:31 Mehukannu wrote:
Show nested quote +
On May 09 2013 05:17 Graven wrote:
On May 09 2013 04:56 Chaggi wrote:
On May 09 2013 04:26 Graven wrote:
@Sissors and Chaggi: To both of you, the distinction is that no micro is needed for mines. It's not like storms, EMP, banelings, etc. So if you turn away to build a rax in your main, you can camp your units near your mines and they're protected. Not to mention, Zerg has the largest requirement of multi-tasking during an egagement, especially with ling/bling, because if you're slow on injects, you literally don't have the larvae to compete with the Terran bio.

And I enjoy playing random in team games, so I'm very familiar with all the races mechanics (and I'm very sloppy with Nexus energy and muling, lol), but I don't think it's fair to compare the ease of kiting an Ultra to the complexity of ling/bling vs. Widow Mines. I genuinely can't imagine someone doing both of those and thinking they require the same level of skill, haha. With splitting, it's more of a grey area, as pro-splitting can be pretty awesome. But again, I'm fine with bling vs. splitting marines...the issue is blings vs. afk Terrans with mines everywhere.


It's very easy to exploit mines if you know how they work and you can see pros do it a lot.

Everyone else (and I do mean pros cause seriously, who cares about a Diamond level player) can do it, and you should too.


Good talk.

It's clear your angry, so I'd prefer end this discussion here. In all seriousness though, go back and read a few of my previous posts. The point is to show that non-pro Zergs are the ones having the issue. While I agree that's not game-breaking, it is an issue and is also an explaination for the QQ, whether you agree with that or not.

If it isn't game-breaking, then only issue we are having is a learn to play issue.

Personally I don't see mines being all that powerful in a month or two due to people getting used to them and learning to deal with the effectively. That is of course expecting that there are no balance changes that affect mine play in anyway during that time. But I could be wrong of course.


They aren't even gamebreaking with the exception of Innovation and MAYBE Flash, who are the two best Terrans in the world by far. It's not like the half year of infesters when no name players were beating top end players with mass infesters. WM's has never, on the pro scene, allowed a less skilled player to beat a more skilled one (with the exception of maybe the first month of HoTS when things were getting figured out.)
Morlock
Profile Joined May 2013
68 Posts
May 08 2013 20:50 GMT
#9643
This Stephano vs Grubby game is disgusting, and I think I'm going to quit Starcraft.

David Kim doesn't know what he's doing and SC2 has become a two-race game.

Stephano made all kinds of strategic errors, such as not building spore enough spore crawlers, not repositioning spines, not abusing the power of abduct. Grubby got good feedbacks throughout the game and used virtually all the tools he had at his disposal and couldn't have done much else.

Zealot harass is ineffective. It costs a huge amount in minerals, and drones can simply run away from them. And it can be shut down by merely a task force of roaches. And that was basically all Grubby could have done to break the deadlock, and it didn't work.

And that's a race that complains about being weak in the late game. What a fucking joke.

I predicted right from the start that Protoss would be broken. The only new units they've got are:

(1) An expensive, specialized siege unit that is countered by spamming air. Compare that to the swarm host which can only be countered by highly specific tactics and several different units.
(2) A "harassment" unit that is only good for early game cheese and is completely shut down by a spore crawler or missile turret.
(3) A unit which you can't make armies out of.
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
May 08 2013 20:52 GMT
#9644
On May 09 2013 05:50 Morlock wrote:
This Stephano vs Grubby game is disgusting, and I think I'm going to quit Starcraft.

David Kim doesn't know what he's doing and SC2 has become a two-race game.

Stephano made all kinds of strategic errors, such as not building spore enough spore crawlers, not repositioning spines, not abusing the power of abduct. Grubby got good feedbacks throughout the game and used virtually all the tools he had at his disposal and couldn't have done much else.

Zealot harass is ineffective. It costs a huge amount in minerals, and drones can simply run away from them. And it can be shut down by merely a task force of roaches. And that was basically all Grubby could have done to break the deadlock, and it didn't work.

And that's a race that complains about being weak in the late game. What a fucking joke.

I predicted right from the start that Protoss would be broken. The only new units they've got are:

(1) An expensive, specialized siege unit that is countered by spamming air. Compare that to the swarm host which can only be countered by highly specific tactics and several different units.
(2) A "harassment" unit that is only good for early game cheese and is completely shut down by a spore crawler or missile turret.
(3) A unit which you can't make armies out of.


Did you perhaps watch Stephano vs Babyknight G1?
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
keglu
Profile Joined June 2011
Poland485 Posts
Last Edited: 2013-05-08 20:56:31
May 08 2013 20:55 GMT
#9645
On May 09 2013 05:52 Glorfindel! wrote:
Show nested quote +
On May 09 2013 05:50 Morlock wrote:
This Stephano vs Grubby game is disgusting, and I think I'm going to quit Starcraft.

David Kim doesn't know what he's doing and SC2 has become a two-race game.

Stephano made all kinds of strategic errors, such as not building spore enough spore crawlers, not repositioning spines, not abusing the power of abduct. Grubby got good feedbacks throughout the game and used virtually all the tools he had at his disposal and couldn't have done much else.

Zealot harass is ineffective. It costs a huge amount in minerals, and drones can simply run away from them. And it can be shut down by merely a task force of roaches. And that was basically all Grubby could have done to break the deadlock, and it didn't work.

And that's a race that complains about being weak in the late game. What a fucking joke.

I predicted right from the start that Protoss would be broken. The only new units they've got are:

(1) An expensive, specialized siege unit that is countered by spamming air. Compare that to the swarm host which can only be countered by highly specific tactics and several different units.
(2) A "harassment" unit that is only good for early game cheese and is completely shut down by a spore crawler or missile turret.
(3) A unit which you can't make armies out of.


Did you perhaps watch Stephano vs Babyknight G1?


So earlier you cried about Terran, now you cry about Zerg...
Also 1 hour ago other Protoss beat Stephano in late game btw.
Graven
Profile Joined June 2010
United States314 Posts
May 08 2013 20:56 GMT
#9646
On May 09 2013 05:38 Chaggi wrote:
Show nested quote +
On May 09 2013 05:17 Graven wrote:
On May 09 2013 04:56 Chaggi wrote:
On May 09 2013 04:26 Graven wrote:
@Sissors and Chaggi: To both of you, the distinction is that no micro is needed for mines. It's not like storms, EMP, banelings, etc. So if you turn away to build a rax in your main, you can camp your units near your mines and they're protected. Not to mention, Zerg has the largest requirement of multi-tasking during an egagement, especially with ling/bling, because if you're slow on injects, you literally don't have the larvae to compete with the Terran bio.

And I enjoy playing random in team games, so I'm very familiar with all the races mechanics (and I'm very sloppy with Nexus energy and muling, lol), but I don't think it's fair to compare the ease of kiting an Ultra to the complexity of ling/bling vs. Widow Mines. I genuinely can't imagine someone doing both of those and thinking they require the same level of skill, haha. With splitting, it's more of a grey area, as pro-splitting can be pretty awesome. But again, I'm fine with bling vs. splitting marines...the issue is blings vs. afk Terrans with mines everywhere.


It's very easy to exploit mines if you know how they work and you can see pros do it a lot.

Everyone else (and I do mean pros cause seriously, who cares about a Diamond level player) can do it, and you should too.


Good talk.

It's clear your angry, so I'd prefer end this discussion here. In all seriousness though, go back and read a few of my previous posts. The point is to show that non-pro Zergs are the ones having the issue. While I agree that's not game-breaking, it is an issue and is also an explaination for the QQ, whether you agree with that or not.


It's you're* and I'm not. If non-pro zergs are the ones having trouble with it, where does it stop? Where's the balance in that? What about making WM's non cloaked, or longer burrow time, or smaller radius? And don't forget, if you make it so mines have to use targetting (which, hey I'm not totally against, I'd love if I could specifically target things and not have to worry about it prematurally firing) you're going to make it harder for the low level Terrans. The point is, you're arguing for a point that should NEVER happen. This game WILL get worse if you cater to people who don't have the basic skills that their race requires. If you don't understand that, then there's nothing else I can say.


That was a typo and you are mad, lol.

And again, I'm not suggesting that the game be "balanced" at all levels; what I'm suggesting is that while it should be balanced around top-level play, other levels need to be observed. At Masters and below, Zerg is having a serious issue dealing with the mobility and punishing randomness of bio-mine. Whether it's a "L2P" situation or a balance issue remains to be seen. We're in different camps on the issue and I'm ok with that.

As for possible solutions, I don't think you can reduce the radius or remove the burrow without making the unit completely useless -- it's not an easy unit to balance (and to be honest, it's one I wish they never implemented). As is, two thoughts I think should be explored are 1) making is so mines have a higher priority on the attack list -- it's absolutely infuriating to a-move a group of mines and have your units attack past them at a random marine; and 2) possibly reduce the splash damage slightly as you leave the center of the explosion.

If you don't like those options, I'd also be ok with making the unit cost more, but that enters into the bigger question of bio-mine cost-efficiency. As is, the synergy of bio, mines and medevacs is too cost efficienct for how good it is, but tweaking costs or build-times can cause unintended issues.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
May 08 2013 20:57 GMT
#9647
I don't think you can read too much into the Grubby v Stephano game, because clearly the strategy on both sides isn't too refined yet. Grubby did throw a lot of units away by constantly engaging into a turtling zerg, instead of working on his own composition, maybe that would have been the better choice for him.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Sackings
Profile Joined April 2011
Canada457 Posts
May 08 2013 20:57 GMT
#9648
^ lol if u think Grubby played that match flawlessly. id say he made more mistakes than stephano by far
naniwa fighting!!!
Deleted User 137586
Profile Joined January 2011
7859 Posts
May 08 2013 20:59 GMT
#9649
Please please don't talk balance on the horrible series between Grubby and Stephano. Just erase all of that from your memories and live a happier life.
Cry 'havoc' and let slip the dogs of war
Morlock
Profile Joined May 2013
68 Posts
May 08 2013 21:02 GMT
#9650
On May 09 2013 03:39 HellNino wrote:
EDIT; and to answer about all the perks terran got:
-lifting OC, and salvage bunkers because Terran static defense cost supply (need to fill those bunkers)
-call down supply because terran macro is so unforgivable
-ez mines (this is a lie btw ) because microing a terran army and multitasking accordingly is harder than convice your the community than terran is not op :p
"Terran macro so unforgivable"? You mean like losing the game because you forget a single warp in? Oh, right...you mean pressing a button to queue up units.

Microing your marines and marauders units is harder than force fields, storms, and positioning...all of which is needed merely to stand a chance against your A-moving with stim?

Static defence costs supply? I presume you're referring to your supplementary static defence. The thing you get in addition to missile turrets and the planetary fortress...which are incomparably more powerful in combination, especially when repaired by SCVs, than mere cannons.

The kind of self-centred rationalizing you're resorting to is reminiscent of the excuses that Wall Street psychopaths give to justify their salaries of millions of dollars to reward them for chatting on a phone and slapping one another on the back.

The fact is that Terran is a race that appeals to the "soldier boy" demographic...which is essentially the lowest common denominator of people who play computer games.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
May 08 2013 21:02 GMT
#9651
On May 09 2013 05:56 Graven wrote:
Show nested quote +
On May 09 2013 05:38 Chaggi wrote:
On May 09 2013 05:17 Graven wrote:
On May 09 2013 04:56 Chaggi wrote:
On May 09 2013 04:26 Graven wrote:
@Sissors and Chaggi: To both of you, the distinction is that no micro is needed for mines. It's not like storms, EMP, banelings, etc. So if you turn away to build a rax in your main, you can camp your units near your mines and they're protected. Not to mention, Zerg has the largest requirement of multi-tasking during an egagement, especially with ling/bling, because if you're slow on injects, you literally don't have the larvae to compete with the Terran bio.

And I enjoy playing random in team games, so I'm very familiar with all the races mechanics (and I'm very sloppy with Nexus energy and muling, lol), but I don't think it's fair to compare the ease of kiting an Ultra to the complexity of ling/bling vs. Widow Mines. I genuinely can't imagine someone doing both of those and thinking they require the same level of skill, haha. With splitting, it's more of a grey area, as pro-splitting can be pretty awesome. But again, I'm fine with bling vs. splitting marines...the issue is blings vs. afk Terrans with mines everywhere.


It's very easy to exploit mines if you know how they work and you can see pros do it a lot.

Everyone else (and I do mean pros cause seriously, who cares about a Diamond level player) can do it, and you should too.


Good talk.

It's clear your angry, so I'd prefer end this discussion here. In all seriousness though, go back and read a few of my previous posts. The point is to show that non-pro Zergs are the ones having the issue. While I agree that's not game-breaking, it is an issue and is also an explaination for the QQ, whether you agree with that or not.


It's you're* and I'm not. If non-pro zergs are the ones having trouble with it, where does it stop? Where's the balance in that? What about making WM's non cloaked, or longer burrow time, or smaller radius? And don't forget, if you make it so mines have to use targetting (which, hey I'm not totally against, I'd love if I could specifically target things and not have to worry about it prematurally firing) you're going to make it harder for the low level Terrans. The point is, you're arguing for a point that should NEVER happen. This game WILL get worse if you cater to people who don't have the basic skills that their race requires. If you don't understand that, then there's nothing else I can say.


That was a typo and you are mad, lol.

And again, I'm not suggesting that the game be "balanced" at all levels; what I'm suggesting is that while it should be balanced around top-level play, other levels need to be observed. At Masters and below, Zerg is having a serious issue dealing with the mobility and punishing randomness of bio-mine. Whether it's a "L2P" situation or a balance issue remains to be seen. We're in different camps on the issue and I'm ok with that.

As for possible solutions, I don't think you can reduce the radius or remove the burrow without making the unit completely useless -- it's not an easy unit to balance (and to be honest, it's one I wish they never implemented). As is, two thoughts I think should be explored are 1) making is so mines have a higher priority on the attack list -- it's absolutely infuriating to a-move a group of mines and have your units attack past them at a random marine; and 2) possibly reduce the splash damage slightly as you leave the center of the explosion.

If you don't like those options, I'd also be ok with making the unit cost more, but that enters into the bigger question of bio-mine cost-efficiency. As is, the synergy of bio, mines and medevacs is too cost efficienct for how good it is, but tweaking costs or build-times can cause unintended issues.


Or you can learn how to engage like everyone else does.
Morlock
Profile Joined May 2013
68 Posts
May 08 2013 21:03 GMT
#9652
On May 09 2013 05:57 Sackings wrote:
^ lol if u think Grubby played that match flawlessly. id say he made more mistakes than stephano by far
And yet you don't give a single example. Nice.
WindCalibur
Profile Blog Joined February 2008
Canada938 Posts
May 08 2013 21:04 GMT
#9653
On May 09 2013 05:56 Graven wrote:
Show nested quote +
On May 09 2013 05:38 Chaggi wrote:
On May 09 2013 05:17 Graven wrote:
On May 09 2013 04:56 Chaggi wrote:
On May 09 2013 04:26 Graven wrote:
@Sissors and Chaggi: To both of you, the distinction is that no micro is needed for mines. It's not like storms, EMP, banelings, etc. So if you turn away to build a rax in your main, you can camp your units near your mines and they're protected. Not to mention, Zerg has the largest requirement of multi-tasking during an egagement, especially with ling/bling, because if you're slow on injects, you literally don't have the larvae to compete with the Terran bio.

And I enjoy playing random in team games, so I'm very familiar with all the races mechanics (and I'm very sloppy with Nexus energy and muling, lol), but I don't think it's fair to compare the ease of kiting an Ultra to the complexity of ling/bling vs. Widow Mines. I genuinely can't imagine someone doing both of those and thinking they require the same level of skill, haha. With splitting, it's more of a grey area, as pro-splitting can be pretty awesome. But again, I'm fine with bling vs. splitting marines...the issue is blings vs. afk Terrans with mines everywhere.


It's very easy to exploit mines if you know how they work and you can see pros do it a lot.

Everyone else (and I do mean pros cause seriously, who cares about a Diamond level player) can do it, and you should too.


Good talk.

It's clear your angry, so I'd prefer end this discussion here. In all seriousness though, go back and read a few of my previous posts. The point is to show that non-pro Zergs are the ones having the issue. While I agree that's not game-breaking, it is an issue and is also an explaination for the QQ, whether you agree with that or not.


It's you're* and I'm not. If non-pro zergs are the ones having trouble with it, where does it stop? Where's the balance in that? What about making WM's non cloaked, or longer burrow time, or smaller radius? And don't forget, if you make it so mines have to use targetting (which, hey I'm not totally against, I'd love if I could specifically target things and not have to worry about it prematurally firing) you're going to make it harder for the low level Terrans. The point is, you're arguing for a point that should NEVER happen. This game WILL get worse if you cater to people who don't have the basic skills that their race requires. If you don't understand that, then there's nothing else I can say.


That was a typo and you are mad, lol.

And again, I'm not suggesting that the game be "balanced" at all levels; what I'm suggesting is that while it should be balanced around top-level play, other levels need to be observed. At Masters and below, Zerg is having a serious issue dealing with the mobility and punishing randomness of bio-mine. Whether it's a "L2P" situation or a balance issue remains to be seen. We're in different camps on the issue and I'm ok with that.

As for possible solutions, I don't think you can reduce the radius or remove the burrow without making the unit completely useless -- it's not an easy unit to balance (and to be honest, it's one I wish they never implemented). As is, two thoughts I think should be explored are 1) making is so mines have a higher priority on the attack list -- it's absolutely infuriating to a-move a group of mines and have your units attack past them at a random marine; and 2) possibly reduce the splash damage slightly as you leave the center of the explosion.

If you don't like those options, I'd also be ok with making the unit cost more, but that enters into the bigger question of bio-mine cost-efficiency. As is, the synergy of bio, mines and medevacs is too cost efficienct for how good it is, but tweaking costs or build-times can cause unintended issues.


So Terrans below masters can split properly?

See what I did there?
Morlock
Profile Joined May 2013
68 Posts
May 08 2013 21:05 GMT
#9654
On May 09 2013 05:57 Grumbels wrote:
I don't think you can read too much into the Grubby v Stephano game, because clearly the strategy on both sides isn't too refined yet. Grubby did throw a lot of units away by constantly engaging into a turtling zerg, instead of working on his own composition, maybe that would have been the better choice for him.
It was NOTHING to do with Grubby throwing zealots away.

They're minerals and he lost through gas. The swarm hosts could have been moved closer little by little and Grubby would have fallen. Harass was the only chance he had of breaking the deadlock.
Deleted User 137586
Profile Joined January 2011
7859 Posts
Last Edited: 2013-05-08 21:09:59
May 08 2013 21:08 GMT
#9655
On May 09 2013 06:03 Morlock wrote:
Show nested quote +
On May 09 2013 05:57 Sackings wrote:
^ lol if u think Grubby played that match flawlessly. id say he made more mistakes than stephano by far
And yet you don't give a single example. Nice.


We just bloody well finished the match. You should remember them yourself. But fine, I'll waste my time on your antics from 2010:

Grubby's attack in G1 had him lead with sentries which promptly died to spines and roaches, while his immos were stuck behind his stalkers.

Grubby's main meat shield against locusts seemed to be HTs.

When Stephano overextended with roaches into Grubby, Grubby immediately overextended back. In neither of the first two attacks did he recall out to save units but lost them all.

Grubby was trading zealots for bases while Stephano was on 7k 7k. This meant that Grubby mined out faster and was about 15k down in resources lost.

Grubby got all his voids fungaled in a clumpp and killed somewhere in the middle.

Grubby got tempests around the 50 minute mark because he tried to kill Stephano with colossuses pushes. This left him vulnerable in the late game.

I think that's enough for now.

Edit: And he's banned before I finish the post. What am I doing with my life?
Cry 'havoc' and let slip the dogs of war
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2013-05-08 21:23:31
May 08 2013 21:15 GMT
#9656
Grubby also had 75 probes for a very long time, and then when a few probes died he made more.

On May 09 2013 06:05 Morlock wrote:
Show nested quote +
On May 09 2013 05:57 Grumbels wrote:
I don't think you can read too much into the Grubby v Stephano game, because clearly the strategy on both sides isn't too refined yet. Grubby did throw a lot of units away by constantly engaging into a turtling zerg, instead of working on his own composition, maybe that would have been the better choice for him.
It was NOTHING to do with Grubby throwing zealots away.

They're minerals and he lost through gas. The swarm hosts could have been moved closer little by little and Grubby would have fallen. Harass was the only chance he had of breaking the deadlock.

Not true, he did waste zealots but he also needlessly lost high templar, void rays, stalkers and colossi by committing to killing bases that Stephano could easily just rebuild. And he never used recall.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Graven
Profile Joined June 2010
United States314 Posts
May 08 2013 23:39 GMT
#9657
On May 09 2013 06:04 WindCalibur wrote:
Show nested quote +
On May 09 2013 05:56 Graven wrote:
On May 09 2013 05:38 Chaggi wrote:
On May 09 2013 05:17 Graven wrote:
On May 09 2013 04:56 Chaggi wrote:
On May 09 2013 04:26 Graven wrote:
@Sissors and Chaggi: To both of you, the distinction is that no micro is needed for mines. It's not like storms, EMP, banelings, etc. So if you turn away to build a rax in your main, you can camp your units near your mines and they're protected. Not to mention, Zerg has the largest requirement of multi-tasking during an egagement, especially with ling/bling, because if you're slow on injects, you literally don't have the larvae to compete with the Terran bio.

And I enjoy playing random in team games, so I'm very familiar with all the races mechanics (and I'm very sloppy with Nexus energy and muling, lol), but I don't think it's fair to compare the ease of kiting an Ultra to the complexity of ling/bling vs. Widow Mines. I genuinely can't imagine someone doing both of those and thinking they require the same level of skill, haha. With splitting, it's more of a grey area, as pro-splitting can be pretty awesome. But again, I'm fine with bling vs. splitting marines...the issue is blings vs. afk Terrans with mines everywhere.


It's very easy to exploit mines if you know how they work and you can see pros do it a lot.

Everyone else (and I do mean pros cause seriously, who cares about a Diamond level player) can do it, and you should too.


Good talk.

It's clear your angry, so I'd prefer end this discussion here. In all seriousness though, go back and read a few of my previous posts. The point is to show that non-pro Zergs are the ones having the issue. While I agree that's not game-breaking, it is an issue and is also an explaination for the QQ, whether you agree with that or not.


It's you're* and I'm not. If non-pro zergs are the ones having trouble with it, where does it stop? Where's the balance in that? What about making WM's non cloaked, or longer burrow time, or smaller radius? And don't forget, if you make it so mines have to use targetting (which, hey I'm not totally against, I'd love if I could specifically target things and not have to worry about it prematurally firing) you're going to make it harder for the low level Terrans. The point is, you're arguing for a point that should NEVER happen. This game WILL get worse if you cater to people who don't have the basic skills that their race requires. If you don't understand that, then there's nothing else I can say.


That was a typo and you are mad, lol.

And again, I'm not suggesting that the game be "balanced" at all levels; what I'm suggesting is that while it should be balanced around top-level play, other levels need to be observed. At Masters and below, Zerg is having a serious issue dealing with the mobility and punishing randomness of bio-mine. Whether it's a "L2P" situation or a balance issue remains to be seen. We're in different camps on the issue and I'm ok with that.

As for possible solutions, I don't think you can reduce the radius or remove the burrow without making the unit completely useless -- it's not an easy unit to balance (and to be honest, it's one I wish they never implemented). As is, two thoughts I think should be explored are 1) making is so mines have a higher priority on the attack list -- it's absolutely infuriating to a-move a group of mines and have your units attack past them at a random marine; and 2) possibly reduce the splash damage slightly as you leave the center of the explosion.

If you don't like those options, I'd also be ok with making the unit cost more, but that enters into the bigger question of bio-mine cost-efficiency. As is, the synergy of bio, mines and medevacs is too cost efficienct for how good it is, but tweaking costs or build-times can cause unintended issues.


So Terrans below masters can split properly?

See what I did there?


No, but splitting isn't the issue. So I do not see what you did there, lol. Everything at lower level play is less ideal...injects, muling, splitting, bling micro -- all of it. Mines are just more punishing on non-pro Zergs than any other micro distinction in the game. Again, the issue is how punishing a single mine hit can be -- literally, a good mine shot can end the game. If you lose three Marines to a bling instead of one, it's less drastic. Mines can kill stuff at a 1:12+ resource ratio. When was the last time you lost 20 or so marines to one bling?
RampancyTW
Profile Joined August 2010
United States577 Posts
May 09 2013 00:49 GMT
#9658
On May 09 2013 08:39 Graven wrote:
Show nested quote +
On May 09 2013 06:04 WindCalibur wrote:
On May 09 2013 05:56 Graven wrote:
On May 09 2013 05:38 Chaggi wrote:
On May 09 2013 05:17 Graven wrote:
On May 09 2013 04:56 Chaggi wrote:
On May 09 2013 04:26 Graven wrote:
@Sissors and Chaggi: To both of you, the distinction is that no micro is needed for mines. It's not like storms, EMP, banelings, etc. So if you turn away to build a rax in your main, you can camp your units near your mines and they're protected. Not to mention, Zerg has the largest requirement of multi-tasking during an egagement, especially with ling/bling, because if you're slow on injects, you literally don't have the larvae to compete with the Terran bio.

And I enjoy playing random in team games, so I'm very familiar with all the races mechanics (and I'm very sloppy with Nexus energy and muling, lol), but I don't think it's fair to compare the ease of kiting an Ultra to the complexity of ling/bling vs. Widow Mines. I genuinely can't imagine someone doing both of those and thinking they require the same level of skill, haha. With splitting, it's more of a grey area, as pro-splitting can be pretty awesome. But again, I'm fine with bling vs. splitting marines...the issue is blings vs. afk Terrans with mines everywhere.


It's very easy to exploit mines if you know how they work and you can see pros do it a lot.

Everyone else (and I do mean pros cause seriously, who cares about a Diamond level player) can do it, and you should too.


Good talk.

It's clear your angry, so I'd prefer end this discussion here. In all seriousness though, go back and read a few of my previous posts. The point is to show that non-pro Zergs are the ones having the issue. While I agree that's not game-breaking, it is an issue and is also an explaination for the QQ, whether you agree with that or not.


It's you're* and I'm not. If non-pro zergs are the ones having trouble with it, where does it stop? Where's the balance in that? What about making WM's non cloaked, or longer burrow time, or smaller radius? And don't forget, if you make it so mines have to use targetting (which, hey I'm not totally against, I'd love if I could specifically target things and not have to worry about it prematurally firing) you're going to make it harder for the low level Terrans. The point is, you're arguing for a point that should NEVER happen. This game WILL get worse if you cater to people who don't have the basic skills that their race requires. If you don't understand that, then there's nothing else I can say.


That was a typo and you are mad, lol.

And again, I'm not suggesting that the game be "balanced" at all levels; what I'm suggesting is that while it should be balanced around top-level play, other levels need to be observed. At Masters and below, Zerg is having a serious issue dealing with the mobility and punishing randomness of bio-mine. Whether it's a "L2P" situation or a balance issue remains to be seen. We're in different camps on the issue and I'm ok with that.

As for possible solutions, I don't think you can reduce the radius or remove the burrow without making the unit completely useless -- it's not an easy unit to balance (and to be honest, it's one I wish they never implemented). As is, two thoughts I think should be explored are 1) making is so mines have a higher priority on the attack list -- it's absolutely infuriating to a-move a group of mines and have your units attack past them at a random marine; and 2) possibly reduce the splash damage slightly as you leave the center of the explosion.

If you don't like those options, I'd also be ok with making the unit cost more, but that enters into the bigger question of bio-mine cost-efficiency. As is, the synergy of bio, mines and medevacs is too cost efficienct for how good it is, but tweaking costs or build-times can cause unintended issues.


So Terrans below masters can split properly?

See what I did there?


No, but splitting isn't the issue. So I do not see what you did there, lol. Everything at lower level play is less ideal...injects, muling, splitting, bling micro -- all of it. Mines are just more punishing on non-pro Zergs than any other micro distinction in the game. Again, the issue is how punishing a single mine hit can be -- literally, a good mine shot can end the game. If you lose three Marines to a bling instead of one, it's less drastic. Mines can kill stuff at a 1:12+ resource ratio. When was the last time you lost 20 or so marines to one bling?
Baneling landmines? It's 2 banelings instead of 1, but they can ruin a push if the Terran isn't careful. And mines aren't any more punishing for zerg then a psi storm that isn't microed out of, or fungals on an unsplit Terran army etc.

This is absolutely a "learn to play" issue. And players (even low level players) will as they gain more experience with the game. The effectiveness of widow mine play depends a lot on the interactions of both players. It's a great unit in that sense. You'll find just as many Terrans complaining about their inconsistency as you will P and Z complaining about them being overpowered.
Graven
Profile Joined June 2010
United States314 Posts
May 09 2013 00:58 GMT
#9659
On May 09 2013 09:49 RampancyTW wrote:
Show nested quote +
On May 09 2013 08:39 Graven wrote:
On May 09 2013 06:04 WindCalibur wrote:
On May 09 2013 05:56 Graven wrote:
On May 09 2013 05:38 Chaggi wrote:
On May 09 2013 05:17 Graven wrote:
On May 09 2013 04:56 Chaggi wrote:
On May 09 2013 04:26 Graven wrote:
@Sissors and Chaggi: To both of you, the distinction is that no micro is needed for mines. It's not like storms, EMP, banelings, etc. So if you turn away to build a rax in your main, you can camp your units near your mines and they're protected. Not to mention, Zerg has the largest requirement of multi-tasking during an egagement, especially with ling/bling, because if you're slow on injects, you literally don't have the larvae to compete with the Terran bio.

And I enjoy playing random in team games, so I'm very familiar with all the races mechanics (and I'm very sloppy with Nexus energy and muling, lol), but I don't think it's fair to compare the ease of kiting an Ultra to the complexity of ling/bling vs. Widow Mines. I genuinely can't imagine someone doing both of those and thinking they require the same level of skill, haha. With splitting, it's more of a grey area, as pro-splitting can be pretty awesome. But again, I'm fine with bling vs. splitting marines...the issue is blings vs. afk Terrans with mines everywhere.


It's very easy to exploit mines if you know how they work and you can see pros do it a lot.

Everyone else (and I do mean pros cause seriously, who cares about a Diamond level player) can do it, and you should too.


Good talk.

It's clear your angry, so I'd prefer end this discussion here. In all seriousness though, go back and read a few of my previous posts. The point is to show that non-pro Zergs are the ones having the issue. While I agree that's not game-breaking, it is an issue and is also an explaination for the QQ, whether you agree with that or not.


It's you're* and I'm not. If non-pro zergs are the ones having trouble with it, where does it stop? Where's the balance in that? What about making WM's non cloaked, or longer burrow time, or smaller radius? And don't forget, if you make it so mines have to use targetting (which, hey I'm not totally against, I'd love if I could specifically target things and not have to worry about it prematurally firing) you're going to make it harder for the low level Terrans. The point is, you're arguing for a point that should NEVER happen. This game WILL get worse if you cater to people who don't have the basic skills that their race requires. If you don't understand that, then there's nothing else I can say.


That was a typo and you are mad, lol.

And again, I'm not suggesting that the game be "balanced" at all levels; what I'm suggesting is that while it should be balanced around top-level play, other levels need to be observed. At Masters and below, Zerg is having a serious issue dealing with the mobility and punishing randomness of bio-mine. Whether it's a "L2P" situation or a balance issue remains to be seen. We're in different camps on the issue and I'm ok with that.

As for possible solutions, I don't think you can reduce the radius or remove the burrow without making the unit completely useless -- it's not an easy unit to balance (and to be honest, it's one I wish they never implemented). As is, two thoughts I think should be explored are 1) making is so mines have a higher priority on the attack list -- it's absolutely infuriating to a-move a group of mines and have your units attack past them at a random marine; and 2) possibly reduce the splash damage slightly as you leave the center of the explosion.

If you don't like those options, I'd also be ok with making the unit cost more, but that enters into the bigger question of bio-mine cost-efficiency. As is, the synergy of bio, mines and medevacs is too cost efficienct for how good it is, but tweaking costs or build-times can cause unintended issues.


So Terrans below masters can split properly?

See what I did there?


No, but splitting isn't the issue. So I do not see what you did there, lol. Everything at lower level play is less ideal...injects, muling, splitting, bling micro -- all of it. Mines are just more punishing on non-pro Zergs than any other micro distinction in the game. Again, the issue is how punishing a single mine hit can be -- literally, a good mine shot can end the game. If you lose three Marines to a bling instead of one, it's less drastic. Mines can kill stuff at a 1:12+ resource ratio. When was the last time you lost 20 or so marines to one bling?
Baneling landmines? It's 2 banelings instead of 1, but they can ruin a push if the Terran isn't careful. And mines aren't any more punishing for zerg then a psi storm that isn't microed out of, or fungals on an unsplit Terran army etc.

This is absolutely a "learn to play" issue. And players (even low level players) will as they gain more experience with the game. The effectiveness of widow mine play depends a lot on the interactions of both players. It's a great unit in that sense. You'll find just as many Terrans complaining about their inconsistency as you will P and Z complaining about them being overpowered.


Two blings can't kill 40 Marines -- again, it's a cost-efficiency issue. One mine killing 17 or so blings in one blast should almost always be game over. That extreme is imbalanced. And I addressed psi storm (and EMP) earlier -- we've reached a point of running incircles...my points have all been made over the last few pages.

Oh, and I agree that at times mines are incredibly bad -- but that swing of effectiveness speaks to how poorly designed the unit is.
Big J
Profile Joined March 2011
Austria16289 Posts
May 09 2013 01:37 GMT
#9660
On May 09 2013 09:58 Graven wrote:
Show nested quote +
On May 09 2013 09:49 RampancyTW wrote:
On May 09 2013 08:39 Graven wrote:
On May 09 2013 06:04 WindCalibur wrote:
On May 09 2013 05:56 Graven wrote:
On May 09 2013 05:38 Chaggi wrote:
On May 09 2013 05:17 Graven wrote:
On May 09 2013 04:56 Chaggi wrote:
On May 09 2013 04:26 Graven wrote:
@Sissors and Chaggi: To both of you, the distinction is that no micro is needed for mines. It's not like storms, EMP, banelings, etc. So if you turn away to build a rax in your main, you can camp your units near your mines and they're protected. Not to mention, Zerg has the largest requirement of multi-tasking during an egagement, especially with ling/bling, because if you're slow on injects, you literally don't have the larvae to compete with the Terran bio.

And I enjoy playing random in team games, so I'm very familiar with all the races mechanics (and I'm very sloppy with Nexus energy and muling, lol), but I don't think it's fair to compare the ease of kiting an Ultra to the complexity of ling/bling vs. Widow Mines. I genuinely can't imagine someone doing both of those and thinking they require the same level of skill, haha. With splitting, it's more of a grey area, as pro-splitting can be pretty awesome. But again, I'm fine with bling vs. splitting marines...the issue is blings vs. afk Terrans with mines everywhere.


It's very easy to exploit mines if you know how they work and you can see pros do it a lot.

Everyone else (and I do mean pros cause seriously, who cares about a Diamond level player) can do it, and you should too.


Good talk.

It's clear your angry, so I'd prefer end this discussion here. In all seriousness though, go back and read a few of my previous posts. The point is to show that non-pro Zergs are the ones having the issue. While I agree that's not game-breaking, it is an issue and is also an explaination for the QQ, whether you agree with that or not.


It's you're* and I'm not. If non-pro zergs are the ones having trouble with it, where does it stop? Where's the balance in that? What about making WM's non cloaked, or longer burrow time, or smaller radius? And don't forget, if you make it so mines have to use targetting (which, hey I'm not totally against, I'd love if I could specifically target things and not have to worry about it prematurally firing) you're going to make it harder for the low level Terrans. The point is, you're arguing for a point that should NEVER happen. This game WILL get worse if you cater to people who don't have the basic skills that their race requires. If you don't understand that, then there's nothing else I can say.


That was a typo and you are mad, lol.

And again, I'm not suggesting that the game be "balanced" at all levels; what I'm suggesting is that while it should be balanced around top-level play, other levels need to be observed. At Masters and below, Zerg is having a serious issue dealing with the mobility and punishing randomness of bio-mine. Whether it's a "L2P" situation or a balance issue remains to be seen. We're in different camps on the issue and I'm ok with that.

As for possible solutions, I don't think you can reduce the radius or remove the burrow without making the unit completely useless -- it's not an easy unit to balance (and to be honest, it's one I wish they never implemented). As is, two thoughts I think should be explored are 1) making is so mines have a higher priority on the attack list -- it's absolutely infuriating to a-move a group of mines and have your units attack past them at a random marine; and 2) possibly reduce the splash damage slightly as you leave the center of the explosion.

If you don't like those options, I'd also be ok with making the unit cost more, but that enters into the bigger question of bio-mine cost-efficiency. As is, the synergy of bio, mines and medevacs is too cost efficienct for how good it is, but tweaking costs or build-times can cause unintended issues.


So Terrans below masters can split properly?

See what I did there?


No, but splitting isn't the issue. So I do not see what you did there, lol. Everything at lower level play is less ideal...injects, muling, splitting, bling micro -- all of it. Mines are just more punishing on non-pro Zergs than any other micro distinction in the game. Again, the issue is how punishing a single mine hit can be -- literally, a good mine shot can end the game. If you lose three Marines to a bling instead of one, it's less drastic. Mines can kill stuff at a 1:12+ resource ratio. When was the last time you lost 20 or so marines to one bling?
Baneling landmines? It's 2 banelings instead of 1, but they can ruin a push if the Terran isn't careful. And mines aren't any more punishing for zerg then a psi storm that isn't microed out of, or fungals on an unsplit Terran army etc.

This is absolutely a "learn to play" issue. And players (even low level players) will as they gain more experience with the game. The effectiveness of widow mine play depends a lot on the interactions of both players. It's a great unit in that sense. You'll find just as many Terrans complaining about their inconsistency as you will P and Z complaining about them being overpowered.


Two blings can't kill 40 Marines -- again, it's a cost-efficiency issue. One mine killing 17 or so blings in one blast should almost always be game over. That extreme is imbalanced. And I addressed psi storm (and EMP) earlier -- we've reached a point of running incircles...my points have all been made over the last few pages.

Oh, and I agree that at times mines are incredibly bad -- but that swing of effectiveness speaks to how poorly designed the unit is.

You know what else can take out 17 or so blings. 2blings. 2fungals. 1storm. 1HSM. 1Tank. 1Colossus. 1Archon.
The solution is to not rely on banelings, if you are not good enough to avoid their counter. Or to get better.

Really, the widow mine counters like 1 zerg unit (banelings) and two half (mutalisk, zergling... situational dependend). I really don't care why you believe widow mines are broken, when they are actually kind of bad against most of what you can build.
Prev 1 481 482 483 484 485 1266 Next
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:00
Best Games of SC
Reynor vs Zoun
SHIN vs ByuN
herO vs sOs
Maru vs SHIN
Clem vs Bunny
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft584
Ketroc 47
Codebar 6
StarCraft: Brood War
Sea 5994
ggaemo 298
Stork 168
Hm[arnc] 96
Leta 76
sSak 56
910 42
Dota 2
NeuroSwarm156
League of Legends
JimRising 650
Counter-Strike
Stewie2K814
Other Games
summit1g3027
C9.Mang0251
Mew2King72
ToD18
Organizations
Other Games
BasetradeTV115
StarCraft: Brood War
UltimateBattle 18
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH260
• practicex 34
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1502
• Stunt408
Upcoming Events
RSL Revival
3h 37m
Maru vs MaxPax
BSL
12h 37m
RSL Revival
1d
Cure vs Rogue
uThermal 2v2 Circuit
1d 7h
BSL
1d 12h
Afreeca Starleague
2 days
Wardi Open
2 days
Replay Cast
2 days
Sparkling Tuna Cup
3 days
Kung Fu Cup
4 days
[ Show More ]
The PondCast
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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

Upcoming

CSL 2026 SPRING (S20)
IPSL Spring 2026
Acropolis #4
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
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.