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Designated Balance Discussion Thread - Page 772

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plogamer
Profile Blog Joined January 2012
Canada3132 Posts
September 18 2013 16:33 GMT
#15421
On September 19 2013 01:20 SlixSC wrote:
Show nested quote +
On September 19 2013 01:12 NarutO wrote:
On September 19 2013 00:59 SlixSC wrote:
On September 19 2013 00:55 NarutO wrote:
On September 19 2013 00:45 SlixSC wrote:
I would argue that neither mech nor tempests work in TvP. And I'm sorry 2-3 matches (which are circumstantial evidence at best) aren't very convincing of the opposite. 2-3 games out of how ever many hundred or thousand pro matches that were played in HotS so far won't make for a very strong case.

I mean wasn't there a battlecruiser rush in GSL recently (which lost, but just for the sake of argument), are we now to assume that battlecruiser rushes are a viable way of winning at the pro level at a consistent rate? Or isn't it just a hit or miss strategy which probably isn't viable as a standard strategy?

I'm sure we could dream up any number of unit compositions that could work in an all-in or in weird games, but in general, 99% of all TvZ and TvP pro level matches end up with the same unit compositions for all races.


Usually PvT end before they reach ultra lategame in the current state of the game, but if the Protoss vs Terran standoff with viking/ghost vs HT/Colossi/Cannons would happen in WoL Terran would be in a good spot once you get that army. In HotS Protoss will start to add tempest for zoning and its really hard to approach a defensive Protoss once he gets a few of those capital ships.

You might say we don't see them often, but thats solely for the reason that either Terran or Protoss is dead before. We also didn't see mech in TvZ for a few years in Broodwar, because it was said to be unplayable but fortunately some guys figured out how to and it became one of the very few reliable standards to play.


Right, but what makes you think that what is true for Broodwar is also true for SC2. I mean we can only discuss the current state of the game, what happens in 2-3 years is just speculation.


I was making a points with tempest. We already see them if the game enters that stage. You make it sound the reason we don't see them is, because they are bad or not useful. The TvP's simply don't enter the very lategame. That was my initial point


Doesn't the fact that they are almost never used make them useless by definition? Granted, you have much more insight into TvP than I do, because you are a much better player and more knowledgeable in the matchups.

I can accept that the tempest might not be bad, but the fact that it's never used, because almost no game ever gets to the stage where it's useful still makes it a questionable unit from a design perspective.

What's the point of introducing units to the game that are only useful in specific circumstances and cannot be used in any other context, but hardcounter other units (such as mech or BCs) to a point where we see even less of these other unit compositions? Wouldn't you agree that, at the very least, that's a potential problem with the unit, irrespective of how good it is in certain circumstances, when in general it limits the options of the terran player and subsequently also the options of the protoss player?


I think a lot of people in this thread have already agreed that deterrence is one of the major use of Tempest in TvP. BC's will never hit the field as long as tempests are a threat (except maybe if Terran turrets off the star port location to prevent scouting and hits with a critical mass of BCs... but then good luck surviving till then)
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-09-18 16:53:13
September 18 2013 16:38 GMT
#15422
On September 19 2013 01:05 a176 wrote:
Show nested quote +
On September 18 2013 23:56 lolfail9001 wrote:
On September 18 2013 23:47 SlixSC wrote:

Which of course exposes the biggest problem in TvZ. While the viper and swarmhost are both terrible vs. bio, buffing them in any way would make mech even worse than it already is. It's actuallly a dilemma.

This made me think that if Brood War had a better pathing (SC2) and unlimited unit selection, dark swarm would be so much worse against bio, as you could actually run out of it without getting your army stuck and decimated by whatever and cracklings in a flash. Ensnare and plague would on other side have much more utility.... oh wait, am i getting infestors designed here. Now i start to understand how we came from early SC2 builds with BW units and tech to what we have now.


the advantage of dark swarm was that it had a massive area of effect; where its literally two steps for bio to leave a blinding cloud, it would be much longer to leave a dark swarm, giving speedy zerg units opportune time to catch up with them.

Still if we actually had that exact dark swarm in SC2 bio would take 3+ seconds to get far away for lings to get damage as they leave are of dark swarm.
Actually let me just theory craft about what if SC2 had SC2's mechanics (except for armor mechanics) and whatever and BW's units (this piece of word-flood is just a theoretical thought and if i am wrong at any point of it i will accept constructive fixes). I just take TvZ as classic match-up (since in my rather casual 1v1 exp at Iccup i only played T and Z, so it is essentially only match-up i have a clue about both sides of which):
Ultras would... to put it blunt, suck. They have 'just' 400 HP and pretty low DPS, so they would probably just die to unavoidable focus fire, on even upgrades it is only '136' hits from marines, so at high marine count they would probably just tank about 2 seconds, not to mention that marines with medics would tank 'em like in WoL, but without even caring
about splitting.
Cracklings would be.... pretty good i guess, until m&m ball got big enough for 'em to get there without dying (since AFAIK marines in BW did overkill stuff, and few cracklings would actually tank alot of shots to kill due to that). Similarly to killing stalkers 1 by 1 with 20 unstimmed marauders to put it blunt. Not to mention that hellbats would probably work worse against clumped up lings than stimmed firebats.
Hydras.... uhem, if you think SC2 hydras are bad, SC1 hydras would be even worse most likely, considering they would still overkill, have rather crappy damage on non-large units and WOULD clump up (now put it up against BW tanks, want to cry now?).
Lurkers, well, now instead of shooting a line of marines, they would shoot half of a line of marines or even less, if terran got a concave over lurkers before moving in, if bio ball is moving over 'em. Then scan (MBS, do not forget :3) and terran wipes 'em out.
Mutas would be the same, except that you would not be able to stack 'em (call Blizzard and ask 'em if muta stack and shooting while moving was ever intentional), considering lack of stacking it would be easier to lose 'em. Thankfully turrets would still be not the good defense against 'em in low turret counts.
Scourge: dammit, it would be sickeningly good as a-move unit.
Devourers could be good... though never mind, never used 'em in TvZ :D
Infested terrans.... well, if their a-move mechanic was intentional they would be only as useful as they were in BW.
Guardians... well, with good positioning they would work i suppose, but then again no clue.
Oh right, sunkens and spores. Well, sunkens would likely to die faster in TvZ, cause bio-ball and tanks.
Nydus... i think it would be as good as it was, but i honestly have no clue
Now we come to... casters, lol. So we have the ez-pz ability to destroy large tank line, once you have enough queens with energy, plague and ensnare that are more dangerous than ever, since now it hits much more stuff and dark swarm, that honestly would only benefit from SC2 in a sense of flanking being easier.
Marine, Firebat, Medic: teehee, what a profit, suddenly it ends up with SC2's pathing being especially beneficial for small ranged units, yes, i am looking at you three.
Tank... well, it would be more OP than ever, since i believe tank-goliath push would end games in that game of imagination long before zerg could have appropriate counter. Because now you have tank that does not overkill and all units run right to splash damage now!
Vulture: no more patrol micro, though with this speed you will not need it most of time i guess. Also, mine fields become way more powerful, since zerg most likely will not have ability to defuse mine field with couple of lings, that will drag all mines to them. Also (pvt note): dt is not going to destroy tank line by drawing mines to it :D.
Goliath: ehem, it should be pretty good. Also, was it not be able to shoot both ground and air with it's weapons?
Science Vessels. So now i have EMP with large area, irradiate that is now smart cast and defensive matrix with marines, that are already capable of kill ultras? Gimme more of this.
Wraiths: probably would be worse, since they still overkill, do not stack and they sucked anyways (unless part of clever build AFAIK).
Dropships.... see Medivacs with same gas cost, but without healing and can only be produced 1 a time.
Valkyries: i guess magic box for sure will not work against 'em as it does against thors heehee, granted their damage was rather bad without splash.
BCs: Scourges.
P. S. Yes, i have no clue why i wrote this here, but in Soviet Russia this thread is called Balanced design discussion. And yes, i wrote this just for fun, but somehow i start to understand Rabiator in his senseless comparisons of marines and stalkers.
DeMoN pulls off a Miracle and Flies to the Moon
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 18 2013 16:53 GMT
#15423
On September 18 2013 23:14 lolfail9001 wrote:
Show nested quote +
On September 18 2013 22:53 Thieving Magpie wrote:
On September 18 2013 22:02 a176 wrote:
On September 18 2013 13:07 MarlieChurphy wrote:
On September 18 2013 03:51 a176 wrote:
What is the difference between a widow mine and a siege tank?


Basically a WM is a cheaper gas/mineral/supply/build time tank, that cloaks and shoots air, and is more mobile (as well as fits into dropships more efficiently) , but has shorter range and lower dps. But since both units are not really about dps and are about high burst damage and most zerg units in this matchup are going to be short range, it's infinitely better.
Especially since the splash of tanks was nerfed a lot specifically because they ate up lings and shit so much (due to game engine unit clumping). The WM does spell damage and doesn't have a splash nerf as well as ignoring armor.

I don't know if your question is rhetorical but it's really silly when you break it down and answer that question.


it was rhetorical, sorry but feel free to contribute to the discussion its part of.

actually, i specifically posted that because of the lurker. for years blizzard has given us the bullshit response "no lurker because it overlaps with the baneling".

fast forward to 2013 and they introduce the widow mine which bares even more of a similarity to the siege tank, than the baneling-lurker comparison ever will.


In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again
Hark, what baseball through yonder window breaks?
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2013-09-18 16:58:29
September 18 2013 16:58 GMT
#15424
On September 19 2013 01:53 Thieving Magpie wrote:
Show nested quote +
On September 18 2013 23:14 lolfail9001 wrote:
On September 18 2013 22:53 Thieving Magpie wrote:
On September 18 2013 22:02 a176 wrote:
On September 18 2013 13:07 MarlieChurphy wrote:
On September 18 2013 03:51 a176 wrote:
What is the difference between a widow mine and a siege tank?


Basically a WM is a cheaper gas/mineral/supply/build time tank, that cloaks and shoots air, and is more mobile (as well as fits into dropships more efficiently) , but has shorter range and lower dps. But since both units are not really about dps and are about high burst damage and most zerg units in this matchup are going to be short range, it's infinitely better.
Especially since the splash of tanks was nerfed a lot specifically because they ate up lings and shit so much (due to game engine unit clumping). The WM does spell damage and doesn't have a splash nerf as well as ignoring armor.

I don't know if your question is rhetorical but it's really silly when you break it down and answer that question.


it was rhetorical, sorry but feel free to contribute to the discussion its part of.

actually, i specifically posted that because of the lurker. for years blizzard has given us the bullshit response "no lurker because it overlaps with the baneling".

fast forward to 2013 and they introduce the widow mine which bares even more of a similarity to the siege tank, than the baneling-lurker comparison ever will.


In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again


What lolfail9001 has nothing to do with Terran race being ragged and run down and needing sneak attacks. That sounds more like lore than actual gameplay.

Tanks suck at controlling space. Widow-mines are the answer. Zergs suck at sieging (until brood lords, and even then it is countered) and thus swarm hosts.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
September 18 2013 16:59 GMT
#15425
On September 19 2013 01:53 Thieving Magpie wrote:
Show nested quote +
On September 18 2013 23:14 lolfail9001 wrote:
On September 18 2013 22:53 Thieving Magpie wrote:
On September 18 2013 22:02 a176 wrote:
On September 18 2013 13:07 MarlieChurphy wrote:
On September 18 2013 03:51 a176 wrote:
What is the difference between a widow mine and a siege tank?


Basically a WM is a cheaper gas/mineral/supply/build time tank, that cloaks and shoots air, and is more mobile (as well as fits into dropships more efficiently) , but has shorter range and lower dps. But since both units are not really about dps and are about high burst damage and most zerg units in this matchup are going to be short range, it's infinitely better.
Especially since the splash of tanks was nerfed a lot specifically because they ate up lings and shit so much (due to game engine unit clumping). The WM does spell damage and doesn't have a splash nerf as well as ignoring armor.

I don't know if your question is rhetorical but it's really silly when you break it down and answer that question.


it was rhetorical, sorry but feel free to contribute to the discussion its part of.

actually, i specifically posted that because of the lurker. for years blizzard has given us the bullshit response "no lurker because it overlaps with the baneling".

fast forward to 2013 and they introduce the widow mine which bares even more of a similarity to the siege tank, than the baneling-lurker comparison ever will.


In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again

To be fair it would most likely mean that we would have nearly unstoppable mech play in T match-ups on certain maps, while having nearly unstoppable ZvBioT on pretty much all maps :D
DeMoN pulls off a Miracle and Flies to the Moon
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 18 2013 17:17 GMT
#15426
On September 19 2013 01:58 plogamer wrote:
Show nested quote +
On September 19 2013 01:53 Thieving Magpie wrote:
On September 18 2013 23:14 lolfail9001 wrote:
On September 18 2013 22:53 Thieving Magpie wrote:
On September 18 2013 22:02 a176 wrote:
On September 18 2013 13:07 MarlieChurphy wrote:
On September 18 2013 03:51 a176 wrote:
What is the difference between a widow mine and a siege tank?


Basically a WM is a cheaper gas/mineral/supply/build time tank, that cloaks and shoots air, and is more mobile (as well as fits into dropships more efficiently) , but has shorter range and lower dps. But since both units are not really about dps and are about high burst damage and most zerg units in this matchup are going to be short range, it's infinitely better.
Especially since the splash of tanks was nerfed a lot specifically because they ate up lings and shit so much (due to game engine unit clumping). The WM does spell damage and doesn't have a splash nerf as well as ignoring armor.

I don't know if your question is rhetorical but it's really silly when you break it down and answer that question.


it was rhetorical, sorry but feel free to contribute to the discussion its part of.

actually, i specifically posted that because of the lurker. for years blizzard has given us the bullshit response "no lurker because it overlaps with the baneling".

fast forward to 2013 and they introduce the widow mine which bares even more of a similarity to the siege tank, than the baneling-lurker comparison ever will.


In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again


What lolfail9001 has nothing to do with Terran race being ragged and run down and needing sneak attacks. That sounds more like lore than actual gameplay.

Tanks suck at controlling space. Widow-mines are the answer. Zergs suck at sieging (until brood lords, and even then it is countered) and thus swarm hosts.


When you say "That sounds more like lore than actual gameplay" after I have already said "Flavor wise its all cool" it really confuses me.

I know tanks are not good at controlling space except in TvT, I never contradicted that. I know Zerg sucks at siege play pre-broodlords, I never contradicted that either.

I said its funny that Zerg does the best mech impersonation, because they build lines upon lines of swarm hosts, have hundreds of free tumors for map control, and slowly suffocate the protoss army.

I find it funny that Terran does the best impersonation of Broodwar style Lurker play with constantly burrowing and unborrowing 6 range aoe units that are supported by spammed tier 1 units.

I find it funny Blizzard was able to make mech play TvP work and they were able to make siege based ZvTwork, except mech is ZvP and siege style zerg is tvz.

It's funny because the results of their attempts was the opposite of what they wanted to happen. They did "make it happen" but it all happened with the wrong races.
Hark, what baseball through yonder window breaks?
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
September 18 2013 17:22 GMT
#15427
On September 19 2013 01:58 plogamer wrote:
Show nested quote +
On September 19 2013 01:53 Thieving Magpie wrote:
On September 18 2013 23:14 lolfail9001 wrote:
On September 18 2013 22:53 Thieving Magpie wrote:
On September 18 2013 22:02 a176 wrote:
On September 18 2013 13:07 MarlieChurphy wrote:
On September 18 2013 03:51 a176 wrote:
What is the difference between a widow mine and a siege tank?


Basically a WM is a cheaper gas/mineral/supply/build time tank, that cloaks and shoots air, and is more mobile (as well as fits into dropships more efficiently) , but has shorter range and lower dps. But since both units are not really about dps and are about high burst damage and most zerg units in this matchup are going to be short range, it's infinitely better.
Especially since the splash of tanks was nerfed a lot specifically because they ate up lings and shit so much (due to game engine unit clumping). The WM does spell damage and doesn't have a splash nerf as well as ignoring armor.

I don't know if your question is rhetorical but it's really silly when you break it down and answer that question.


it was rhetorical, sorry but feel free to contribute to the discussion its part of.

actually, i specifically posted that because of the lurker. for years blizzard has given us the bullshit response "no lurker because it overlaps with the baneling".

fast forward to 2013 and they introduce the widow mine which bares even more of a similarity to the siege tank, than the baneling-lurker comparison ever will.


In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again


What lolfail9001 has nothing to do with Terran race being ragged and run down and needing sneak attacks. That sounds more like lore than actual gameplay.

Tanks suck at controlling space. Widow-mines are the answer. Zergs suck at sieging (until brood lords, and even then it is countered) and thus swarm hosts.


They gave Zerg answers to Campagin problems. That is, in the campaign you're trying to crack a base with siege tanks, bunkers, etc. SH and Vipers are great at that.

That's not the way T plays, though, they have a very mobile force that is all but immune to SH and Viper.

In addition, they gave T two extremely strong buffs to that mobile force, making it even more desirable.

The TvZ matchup was just very poorly designed in HOTS, I don't see any other way of putting it.
aka Siyko
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
September 18 2013 17:29 GMT
#15428
On September 19 2013 02:22 fdsdfg wrote:
Show nested quote +
On September 19 2013 01:58 plogamer wrote:
On September 19 2013 01:53 Thieving Magpie wrote:
On September 18 2013 23:14 lolfail9001 wrote:
On September 18 2013 22:53 Thieving Magpie wrote:
On September 18 2013 22:02 a176 wrote:
On September 18 2013 13:07 MarlieChurphy wrote:
On September 18 2013 03:51 a176 wrote:
What is the difference between a widow mine and a siege tank?


Basically a WM is a cheaper gas/mineral/supply/build time tank, that cloaks and shoots air, and is more mobile (as well as fits into dropships more efficiently) , but has shorter range and lower dps. But since both units are not really about dps and are about high burst damage and most zerg units in this matchup are going to be short range, it's infinitely better.
Especially since the splash of tanks was nerfed a lot specifically because they ate up lings and shit so much (due to game engine unit clumping). The WM does spell damage and doesn't have a splash nerf as well as ignoring armor.

I don't know if your question is rhetorical but it's really silly when you break it down and answer that question.


it was rhetorical, sorry but feel free to contribute to the discussion its part of.

actually, i specifically posted that because of the lurker. for years blizzard has given us the bullshit response "no lurker because it overlaps with the baneling".

fast forward to 2013 and they introduce the widow mine which bares even more of a similarity to the siege tank, than the baneling-lurker comparison ever will.


In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again


What lolfail9001 has nothing to do with Terran race being ragged and run down and needing sneak attacks. That sounds more like lore than actual gameplay.

Tanks suck at controlling space. Widow-mines are the answer. Zergs suck at sieging (until brood lords, and even then it is countered) and thus swarm hosts.


They gave Zerg answers to Campagin problems. That is, in the campaign you're trying to crack a base with siege tanks, bunkers, etc. SH and Vipers are great at that.

That's not the way T plays, though, they have a very mobile force that is all but immune to SH and Viper.

In addition, they gave T two extremely strong buffs to that mobile force, making it even more desirable.

The TvZ matchup was just very poorly designed in HOTS, I don't see any other way of putting it.

Actually in 2011 i remember turtling on split map as T being more or less popular. Specifically for mass ghost madness. Not to mention that viper was created to actually make zerg army not completely suck in choke points. T bio-mine buffs came notably later. It just worked out this way.
DeMoN pulls off a Miracle and Flies to the Moon
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
September 18 2013 17:32 GMT
#15429
On September 19 2013 02:17 Thieving Magpie wrote:
Show nested quote +
On September 19 2013 01:58 plogamer wrote:
On September 19 2013 01:53 Thieving Magpie wrote:
On September 18 2013 23:14 lolfail9001 wrote:
On September 18 2013 22:53 Thieving Magpie wrote:
On September 18 2013 22:02 a176 wrote:
On September 18 2013 13:07 MarlieChurphy wrote:
On September 18 2013 03:51 a176 wrote:
What is the difference between a widow mine and a siege tank?


Basically a WM is a cheaper gas/mineral/supply/build time tank, that cloaks and shoots air, and is more mobile (as well as fits into dropships more efficiently) , but has shorter range and lower dps. But since both units are not really about dps and are about high burst damage and most zerg units in this matchup are going to be short range, it's infinitely better.
Especially since the splash of tanks was nerfed a lot specifically because they ate up lings and shit so much (due to game engine unit clumping). The WM does spell damage and doesn't have a splash nerf as well as ignoring armor.

I don't know if your question is rhetorical but it's really silly when you break it down and answer that question.


it was rhetorical, sorry but feel free to contribute to the discussion its part of.

actually, i specifically posted that because of the lurker. for years blizzard has given us the bullshit response "no lurker because it overlaps with the baneling".

fast forward to 2013 and they introduce the widow mine which bares even more of a similarity to the siege tank, than the baneling-lurker comparison ever will.


In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again


What lolfail9001 has nothing to do with Terran race being ragged and run down and needing sneak attacks. That sounds more like lore than actual gameplay.

Tanks suck at controlling space. Widow-mines are the answer. Zergs suck at sieging (until brood lords, and even then it is countered) and thus swarm hosts.


When you say "That sounds more like lore than actual gameplay" after I have already said "Flavor wise its all cool" it really confuses me.

I know tanks are not good at controlling space except in TvT, I never contradicted that. I know Zerg sucks at siege play pre-broodlords, I never contradicted that either.

I said its funny that Zerg does the best mech impersonation, because they build lines upon lines of swarm hosts, have hundreds of free tumors for map control, and slowly suffocate the protoss army.

I find it funny that Terran does the best impersonation of Broodwar style Lurker play with constantly burrowing and unborrowing 6 range aoe units that are supported by spammed tier 1 units.

I find it funny Blizzard was able to make mech play TvP work and they were able to make siege based ZvTwork, except mech is ZvP and siege style zerg is tvz.

It's funny because the results of their attempts was the opposite of what they wanted to happen. They did "make it happen" but it all happened with the wrong races.


K, I was confused myself that you had to bring up lore considering what lolfail9001 had to say. And frankly there is nothing wrong with the roles of the races being shifted. Progamers can adapt to it or not. Strange, yes perhaps, but the roles of the races are arbritary - and subject of Blizzard's view of how the game should play.

I wouldn't assume that Blizzard wanted a continuation of the race roles from BW. That much is clearly not true. I would think instead that they wanted all races to be able to play all roles, or styles, if you prefer.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 18 2013 17:39 GMT
#15430
On September 19 2013 02:32 plogamer wrote:
Show nested quote +
On September 19 2013 02:17 Thieving Magpie wrote:
On September 19 2013 01:58 plogamer wrote:
On September 19 2013 01:53 Thieving Magpie wrote:
On September 18 2013 23:14 lolfail9001 wrote:
On September 18 2013 22:53 Thieving Magpie wrote:
On September 18 2013 22:02 a176 wrote:
On September 18 2013 13:07 MarlieChurphy wrote:
On September 18 2013 03:51 a176 wrote:
What is the difference between a widow mine and a siege tank?


Basically a WM is a cheaper gas/mineral/supply/build time tank, that cloaks and shoots air, and is more mobile (as well as fits into dropships more efficiently) , but has shorter range and lower dps. But since both units are not really about dps and are about high burst damage and most zerg units in this matchup are going to be short range, it's infinitely better.
Especially since the splash of tanks was nerfed a lot specifically because they ate up lings and shit so much (due to game engine unit clumping). The WM does spell damage and doesn't have a splash nerf as well as ignoring armor.

I don't know if your question is rhetorical but it's really silly when you break it down and answer that question.


it was rhetorical, sorry but feel free to contribute to the discussion its part of.

actually, i specifically posted that because of the lurker. for years blizzard has given us the bullshit response "no lurker because it overlaps with the baneling".

fast forward to 2013 and they introduce the widow mine which bares even more of a similarity to the siege tank, than the baneling-lurker comparison ever will.


In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again


What lolfail9001 has nothing to do with Terran race being ragged and run down and needing sneak attacks. That sounds more like lore than actual gameplay.

Tanks suck at controlling space. Widow-mines are the answer. Zergs suck at sieging (until brood lords, and even then it is countered) and thus swarm hosts.


When you say "That sounds more like lore than actual gameplay" after I have already said "Flavor wise its all cool" it really confuses me.

I know tanks are not good at controlling space except in TvT, I never contradicted that. I know Zerg sucks at siege play pre-broodlords, I never contradicted that either.

I said its funny that Zerg does the best mech impersonation, because they build lines upon lines of swarm hosts, have hundreds of free tumors for map control, and slowly suffocate the protoss army.

I find it funny that Terran does the best impersonation of Broodwar style Lurker play with constantly burrowing and unborrowing 6 range aoe units that are supported by spammed tier 1 units.

I find it funny Blizzard was able to make mech play TvP work and they were able to make siege based ZvTwork, except mech is ZvP and siege style zerg is tvz.

It's funny because the results of their attempts was the opposite of what they wanted to happen. They did "make it happen" but it all happened with the wrong races.


K, I was confused myself that you had to bring up lore considering what lolfail9001 had to say. And frankly there is nothing wrong with the roles of the races being shifted. Progamers can adapt to it or not. Strange, yes perhaps, but the roles of the races are arbritary - and subject of Blizzard's view of how the game should play.

I wouldn't assume that Blizzard wanted a continuation of the race roles from BW. That much is clearly not true. I would think instead that they wanted all races to be able to play all roles, or styles, if you prefer.


Oh it's too late to change course now

I actually enjoy watching the different bio variations in all the terran matchups.

The in your face aggressive TvZ bio looks VERY different from the skittish hit and run bio play of TvP which looks very different from the surgical hit and run bio style of TvT

It's actually a joy for me to watch. People get hung up that its the same units but it's not the same gameplay at all.
Hark, what baseball through yonder window breaks?
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
September 18 2013 17:41 GMT
#15431
On September 19 2013 02:39 Thieving Magpie wrote:
Show nested quote +
On September 19 2013 02:32 plogamer wrote:
On September 19 2013 02:17 Thieving Magpie wrote:
On September 19 2013 01:58 plogamer wrote:
On September 19 2013 01:53 Thieving Magpie wrote:
On September 18 2013 23:14 lolfail9001 wrote:
On September 18 2013 22:53 Thieving Magpie wrote:
On September 18 2013 22:02 a176 wrote:
On September 18 2013 13:07 MarlieChurphy wrote:
On September 18 2013 03:51 a176 wrote:
What is the difference between a widow mine and a siege tank?


Basically a WM is a cheaper gas/mineral/supply/build time tank, that cloaks and shoots air, and is more mobile (as well as fits into dropships more efficiently) , but has shorter range and lower dps. But since both units are not really about dps and are about high burst damage and most zerg units in this matchup are going to be short range, it's infinitely better.
Especially since the splash of tanks was nerfed a lot specifically because they ate up lings and shit so much (due to game engine unit clumping). The WM does spell damage and doesn't have a splash nerf as well as ignoring armor.

I don't know if your question is rhetorical but it's really silly when you break it down and answer that question.


it was rhetorical, sorry but feel free to contribute to the discussion its part of.

actually, i specifically posted that because of the lurker. for years blizzard has given us the bullshit response "no lurker because it overlaps with the baneling".

fast forward to 2013 and they introduce the widow mine which bares even more of a similarity to the siege tank, than the baneling-lurker comparison ever will.


In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again


What lolfail9001 has nothing to do with Terran race being ragged and run down and needing sneak attacks. That sounds more like lore than actual gameplay.

Tanks suck at controlling space. Widow-mines are the answer. Zergs suck at sieging (until brood lords, and even then it is countered) and thus swarm hosts.


When you say "That sounds more like lore than actual gameplay" after I have already said "Flavor wise its all cool" it really confuses me.

I know tanks are not good at controlling space except in TvT, I never contradicted that. I know Zerg sucks at siege play pre-broodlords, I never contradicted that either.

I said its funny that Zerg does the best mech impersonation, because they build lines upon lines of swarm hosts, have hundreds of free tumors for map control, and slowly suffocate the protoss army.

I find it funny that Terran does the best impersonation of Broodwar style Lurker play with constantly burrowing and unborrowing 6 range aoe units that are supported by spammed tier 1 units.

I find it funny Blizzard was able to make mech play TvP work and they were able to make siege based ZvTwork, except mech is ZvP and siege style zerg is tvz.

It's funny because the results of their attempts was the opposite of what they wanted to happen. They did "make it happen" but it all happened with the wrong races.


K, I was confused myself that you had to bring up lore considering what lolfail9001 had to say. And frankly there is nothing wrong with the roles of the races being shifted. Progamers can adapt to it or not. Strange, yes perhaps, but the roles of the races are arbritary - and subject of Blizzard's view of how the game should play.

I wouldn't assume that Blizzard wanted a continuation of the race roles from BW. That much is clearly not true. I would think instead that they wanted all races to be able to play all roles, or styles, if you prefer.


Oh it's too late to change course now

I actually enjoy watching the different bio variations in all the terran matchups.

The in your face aggressive TvZ bio looks VERY different from the skittish hit and run bio play of TvP which looks very different from the surgical hit and run bio style of TvT

It's actually a joy for me to watch. People get hung up that its the same units but it's not the same gameplay at all.

To be fair, AFAIK BW PvT and TvT was pretty much same thing all day every day, except for few funny timings like fOrGG's :D
DeMoN pulls off a Miracle and Flies to the Moon
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 18 2013 17:57 GMT
#15432
On September 19 2013 02:41 lolfail9001 wrote:
Show nested quote +
On September 19 2013 02:39 Thieving Magpie wrote:
On September 19 2013 02:32 plogamer wrote:
On September 19 2013 02:17 Thieving Magpie wrote:
On September 19 2013 01:58 plogamer wrote:
On September 19 2013 01:53 Thieving Magpie wrote:
On September 18 2013 23:14 lolfail9001 wrote:
On September 18 2013 22:53 Thieving Magpie wrote:
On September 18 2013 22:02 a176 wrote:
On September 18 2013 13:07 MarlieChurphy wrote:
[quote]

Basically a WM is a cheaper gas/mineral/supply/build time tank, that cloaks and shoots air, and is more mobile (as well as fits into dropships more efficiently) , but has shorter range and lower dps. But since both units are not really about dps and are about high burst damage and most zerg units in this matchup are going to be short range, it's infinitely better.
Especially since the splash of tanks was nerfed a lot specifically because they ate up lings and shit so much (due to game engine unit clumping). The WM does spell damage and doesn't have a splash nerf as well as ignoring armor.

I don't know if your question is rhetorical but it's really silly when you break it down and answer that question.


it was rhetorical, sorry but feel free to contribute to the discussion its part of.

actually, i specifically posted that because of the lurker. for years blizzard has given us the bullshit response "no lurker because it overlaps with the baneling".

fast forward to 2013 and they introduce the widow mine which bares even more of a similarity to the siege tank, than the baneling-lurker comparison ever will.


In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again


What lolfail9001 has nothing to do with Terran race being ragged and run down and needing sneak attacks. That sounds more like lore than actual gameplay.

Tanks suck at controlling space. Widow-mines are the answer. Zergs suck at sieging (until brood lords, and even then it is countered) and thus swarm hosts.


When you say "That sounds more like lore than actual gameplay" after I have already said "Flavor wise its all cool" it really confuses me.

I know tanks are not good at controlling space except in TvT, I never contradicted that. I know Zerg sucks at siege play pre-broodlords, I never contradicted that either.

I said its funny that Zerg does the best mech impersonation, because they build lines upon lines of swarm hosts, have hundreds of free tumors for map control, and slowly suffocate the protoss army.

I find it funny that Terran does the best impersonation of Broodwar style Lurker play with constantly burrowing and unborrowing 6 range aoe units that are supported by spammed tier 1 units.

I find it funny Blizzard was able to make mech play TvP work and they were able to make siege based ZvTwork, except mech is ZvP and siege style zerg is tvz.

It's funny because the results of their attempts was the opposite of what they wanted to happen. They did "make it happen" but it all happened with the wrong races.


K, I was confused myself that you had to bring up lore considering what lolfail9001 had to say. And frankly there is nothing wrong with the roles of the races being shifted. Progamers can adapt to it or not. Strange, yes perhaps, but the roles of the races are arbritary - and subject of Blizzard's view of how the game should play.

I wouldn't assume that Blizzard wanted a continuation of the race roles from BW. That much is clearly not true. I would think instead that they wanted all races to be able to play all roles, or styles, if you prefer.


Oh it's too late to change course now

I actually enjoy watching the different bio variations in all the terran matchups.

The in your face aggressive TvZ bio looks VERY different from the skittish hit and run bio play of TvP which looks very different from the surgical hit and run bio style of TvT

It's actually a joy for me to watch. People get hung up that its the same units but it's not the same gameplay at all.

To be fair, AFAIK BW PvT and TvT was pretty much same thing all day every day, except for few funny timings like fOrGG's :D


Execution wise they were very different, but visually they were the same. In essence, Protoss could more easily break siege lines than terrans could which meant that you needed tighter formations in TvP than in TvT, but you were less able to punish enemy terrans in TvT the way you could in Protoss in TvP.

In the end it evened out to be about the same.
Hark, what baseball through yonder window breaks?
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-09-18 18:14:25
September 18 2013 18:13 GMT
#15433
On September 19 2013 02:57 Thieving Magpie wrote:
Show nested quote +
On September 19 2013 02:41 lolfail9001 wrote:
On September 19 2013 02:39 Thieving Magpie wrote:
On September 19 2013 02:32 plogamer wrote:
On September 19 2013 02:17 Thieving Magpie wrote:
On September 19 2013 01:58 plogamer wrote:
On September 19 2013 01:53 Thieving Magpie wrote:
On September 18 2013 23:14 lolfail9001 wrote:
On September 18 2013 22:53 Thieving Magpie wrote:
On September 18 2013 22:02 a176 wrote:
[quote]

it was rhetorical, sorry but feel free to contribute to the discussion its part of.

actually, i specifically posted that because of the lurker. for years blizzard has given us the bullshit response "no lurker because it overlaps with the baneling".

fast forward to 2013 and they introduce the widow mine which bares even more of a similarity to the siege tank, than the baneling-lurker comparison ever will.


In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again


What lolfail9001 has nothing to do with Terran race being ragged and run down and needing sneak attacks. That sounds more like lore than actual gameplay.

Tanks suck at controlling space. Widow-mines are the answer. Zergs suck at sieging (until brood lords, and even then it is countered) and thus swarm hosts.


When you say "That sounds more like lore than actual gameplay" after I have already said "Flavor wise its all cool" it really confuses me.

I know tanks are not good at controlling space except in TvT, I never contradicted that. I know Zerg sucks at siege play pre-broodlords, I never contradicted that either.

I said its funny that Zerg does the best mech impersonation, because they build lines upon lines of swarm hosts, have hundreds of free tumors for map control, and slowly suffocate the protoss army.

I find it funny that Terran does the best impersonation of Broodwar style Lurker play with constantly burrowing and unborrowing 6 range aoe units that are supported by spammed tier 1 units.

I find it funny Blizzard was able to make mech play TvP work and they were able to make siege based ZvTwork, except mech is ZvP and siege style zerg is tvz.

It's funny because the results of their attempts was the opposite of what they wanted to happen. They did "make it happen" but it all happened with the wrong races.


K, I was confused myself that you had to bring up lore considering what lolfail9001 had to say. And frankly there is nothing wrong with the roles of the races being shifted. Progamers can adapt to it or not. Strange, yes perhaps, but the roles of the races are arbritary - and subject of Blizzard's view of how the game should play.

I wouldn't assume that Blizzard wanted a continuation of the race roles from BW. That much is clearly not true. I would think instead that they wanted all races to be able to play all roles, or styles, if you prefer.


Oh it's too late to change course now

I actually enjoy watching the different bio variations in all the terran matchups.

The in your face aggressive TvZ bio looks VERY different from the skittish hit and run bio play of TvP which looks very different from the surgical hit and run bio style of TvT

It's actually a joy for me to watch. People get hung up that its the same units but it's not the same gameplay at all.

To be fair, AFAIK BW PvT and TvT was pretty much same thing all day every day, except for few funny timings like fOrGG's :D


Execution wise they were very different, but visually they were the same. In essence, Protoss could more easily break siege lines than terrans could which meant that you needed tighter formations in TvP than in TvT, but you were less able to punish enemy terrans in TvT the way you could in Protoss in TvP.

In the end it evened out to be about the same.

I mean PvT and TvT as in the same PvTs most of time you will see mech vs gateway+arbiter army (aka as they mean PvTs and ZvTs are the same thing all the time). Not as in mech in both MUs. I did not really mean that terrans were doing same thing in the TvP and TvT (though visually it was pretty much same thing).
DeMoN pulls off a Miracle and Flies to the Moon
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
September 18 2013 22:39 GMT
#15434
On September 19 2013 01:38 lolfail9001 wrote:
Show nested quote +
On September 19 2013 01:05 a176 wrote:
On September 18 2013 23:56 lolfail9001 wrote:
On September 18 2013 23:47 SlixSC wrote:

Which of course exposes the biggest problem in TvZ. While the viper and swarmhost are both terrible vs. bio, buffing them in any way would make mech even worse than it already is. It's actuallly a dilemma.

This made me think that if Brood War had a better pathing (SC2) and unlimited unit selection, dark swarm would be so much worse against bio, as you could actually run out of it without getting your army stuck and decimated by whatever and cracklings in a flash. Ensnare and plague would on other side have much more utility.... oh wait, am i getting infestors designed here. Now i start to understand how we came from early SC2 builds with BW units and tech to what we have now.


the advantage of dark swarm was that it had a massive area of effect; where its literally two steps for bio to leave a blinding cloud, it would be much longer to leave a dark swarm, giving speedy zerg units opportune time to catch up with them.

Still if we actually had that exact dark swarm in SC2 bio would take 3+ seconds to get far away for lings to get damage as they leave are of dark swarm.
Actually let me just theory craft about what if SC2 had SC2's mechanics (except for armor mechanics) and whatever and BW's units (this piece of word-flood is just a theoretical thought and if i am wrong at any point of it i will accept constructive fixes). I just take TvZ as classic match-up (since in my rather casual 1v1 exp at Iccup i only played T and Z, so it is essentially only match-up i have a clue about both sides of which):
Ultras would... to put it blunt, suck. They have 'just' 400 HP and pretty low DPS, so they would probably just die to unavoidable focus fire, on even upgrades it is only '136' hits from marines, so at high marine count they would probably just tank about 2 seconds, not to mention that marines with medics would tank 'em like in WoL, but without even caring
about splitting.
Cracklings would be.... pretty good i guess, until m&m ball got big enough for 'em to get there without dying (since AFAIK marines in BW did overkill stuff, and few cracklings would actually tank alot of shots to kill due to that). Similarly to killing stalkers 1 by 1 with 20 unstimmed marauders to put it blunt. Not to mention that hellbats would probably work worse against clumped up lings than stimmed firebats.
Hydras.... uhem, if you think SC2 hydras are bad, SC1 hydras would be even worse most likely, considering they would still overkill, have rather crappy damage on non-large units and WOULD clump up (now put it up against BW tanks, want to cry now?).
Lurkers, well, now instead of shooting a line of marines, they would shoot half of a line of marines or even less, if terran got a concave over lurkers before moving in, if bio ball is moving over 'em. Then scan (MBS, do not forget :3) and terran wipes 'em out.
Mutas would be the same, except that you would not be able to stack 'em (call Blizzard and ask 'em if muta stack and shooting while moving was ever intentional), considering lack of stacking it would be easier to lose 'em. Thankfully turrets would still be not the good defense against 'em in low turret counts.
Scourge: dammit, it would be sickeningly good as a-move unit.
Devourers could be good... though never mind, never used 'em in TvZ :D
Infested terrans.... well, if their a-move mechanic was intentional they would be only as useful as they were in BW.
Guardians... well, with good positioning they would work i suppose, but then again no clue.
Oh right, sunkens and spores. Well, sunkens would likely to die faster in TvZ, cause bio-ball and tanks.
Nydus... i think it would be as good as it was, but i honestly have no clue
Now we come to... casters, lol. So we have the ez-pz ability to destroy large tank line, once you have enough queens with energy, plague and ensnare that are more dangerous than ever, since now it hits much more stuff and dark swarm, that honestly would only benefit from SC2 in a sense of flanking being easier.
Marine, Firebat, Medic: teehee, what a profit, suddenly it ends up with SC2's pathing being especially beneficial for small ranged units, yes, i am looking at you three.
Tank... well, it would be more OP than ever, since i believe tank-goliath push would end games in that game of imagination long before zerg could have appropriate counter. Because now you have tank that does not overkill and all units run right to splash damage now!
Vulture: no more patrol micro, though with this speed you will not need it most of time i guess. Also, mine fields become way more powerful, since zerg most likely will not have ability to defuse mine field with couple of lings, that will drag all mines to them. Also (pvt note): dt is not going to destroy tank line by drawing mines to it :D.
Goliath: ehem, it should be pretty good. Also, was it not be able to shoot both ground and air with it's weapons?
Science Vessels. So now i have EMP with large area, irradiate that is now smart cast and defensive matrix with marines, that are already capable of kill ultras? Gimme more of this.
Wraiths: probably would be worse, since they still overkill, do not stack and they sucked anyways (unless part of clever build AFAIK).
Dropships.... see Medivacs with same gas cost, but without healing and can only be produced 1 a time.
Valkyries: i guess magic box for sure will not work against 'em as it does against thors heehee, granted their damage was rather bad without splash.
BCs: Scourges.
P. S. Yes, i have no clue why i wrote this here, but in Soviet Russia this thread is called Balanced design discussion. And yes, i wrote this just for fun, but somehow i start to understand Rabiator in his senseless comparisons of marines and stalkers.


The advantage of the dark swarm primarily is that it creates a cover for you units to get to its target without being blown to bits (or hold a position via lurkers/zoning units). So it didn't matter if the enemy unit was under the dark swarm or not, as long as it allowed most of your units to get to them without being scathed.

I forgot when the game was played but it was iloveoov vs S.... on some map where S.... broke through an entrenched T line than spanned atleast 3 monitors with a masterful darkswarm usage. Not necessarily using it to cover the T unit but shielding his units under the swarm while closing the gap.

On September 19 2013 01:06 DuneBug wrote:
I don't know why anyone would want to go mech.


Because it suddenly makes more than 50% of the units in the game viable to the meta?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 18 2013 23:03 GMT
#15435
On September 19 2013 03:13 lolfail9001 wrote:
Show nested quote +
On September 19 2013 02:57 Thieving Magpie wrote:
On September 19 2013 02:41 lolfail9001 wrote:
On September 19 2013 02:39 Thieving Magpie wrote:
On September 19 2013 02:32 plogamer wrote:
On September 19 2013 02:17 Thieving Magpie wrote:
On September 19 2013 01:58 plogamer wrote:
On September 19 2013 01:53 Thieving Magpie wrote:
On September 18 2013 23:14 lolfail9001 wrote:
On September 18 2013 22:53 Thieving Magpie wrote:
[quote]

In fairness the widow mine is more similar to the lurker than it does to a seige tank. They just gave it to to the wrong race.

They gave Terran the short range burst aoe that burrows
They gave Zerg the long ranged seige unit that wears down enemy defenses

It's actually pretty funny.

Terran in 2011 needed GOOD space control unit (hence the addition of shredder and later replacing it with widow mine) and zerg needed good ways to break entrenched positions (hence the SH).


I know *why* they added those units.

Flavor wise, I actual adore both units.

I think it makes sense that a ragged, run down human race that has lost many planets to Protoss/Zerg encounters would get less flashy and more sneaky. It makes sense that they need traps and surprise tactics moreso than sheer power. It makes sense that they use smaller nukes instead of the bigger nukes they had in Broodwar.

Flavor wise its all cool.

What I find funny is that Zerg does the best Mech TvP in the game because of swarmhost, and terran does the best Savior impression with seemingly "randomly" placed lurkers/widow mines sniping masses of tier 1 units.

That's what I find funny

It makes me wish they gave Terran the Swarm Host so we can have mech TvP and they give Zerg the Widow Mine so we can have Savior Style play all over again


What lolfail9001 has nothing to do with Terran race being ragged and run down and needing sneak attacks. That sounds more like lore than actual gameplay.

Tanks suck at controlling space. Widow-mines are the answer. Zergs suck at sieging (until brood lords, and even then it is countered) and thus swarm hosts.


When you say "That sounds more like lore than actual gameplay" after I have already said "Flavor wise its all cool" it really confuses me.

I know tanks are not good at controlling space except in TvT, I never contradicted that. I know Zerg sucks at siege play pre-broodlords, I never contradicted that either.

I said its funny that Zerg does the best mech impersonation, because they build lines upon lines of swarm hosts, have hundreds of free tumors for map control, and slowly suffocate the protoss army.

I find it funny that Terran does the best impersonation of Broodwar style Lurker play with constantly burrowing and unborrowing 6 range aoe units that are supported by spammed tier 1 units.

I find it funny Blizzard was able to make mech play TvP work and they were able to make siege based ZvTwork, except mech is ZvP and siege style zerg is tvz.

It's funny because the results of their attempts was the opposite of what they wanted to happen. They did "make it happen" but it all happened with the wrong races.


K, I was confused myself that you had to bring up lore considering what lolfail9001 had to say. And frankly there is nothing wrong with the roles of the races being shifted. Progamers can adapt to it or not. Strange, yes perhaps, but the roles of the races are arbritary - and subject of Blizzard's view of how the game should play.

I wouldn't assume that Blizzard wanted a continuation of the race roles from BW. That much is clearly not true. I would think instead that they wanted all races to be able to play all roles, or styles, if you prefer.


Oh it's too late to change course now

I actually enjoy watching the different bio variations in all the terran matchups.

The in your face aggressive TvZ bio looks VERY different from the skittish hit and run bio play of TvP which looks very different from the surgical hit and run bio style of TvT

It's actually a joy for me to watch. People get hung up that its the same units but it's not the same gameplay at all.

To be fair, AFAIK BW PvT and TvT was pretty much same thing all day every day, except for few funny timings like fOrGG's :D


Execution wise they were very different, but visually they were the same. In essence, Protoss could more easily break siege lines than terrans could which meant that you needed tighter formations in TvP than in TvT, but you were less able to punish enemy terrans in TvT the way you could in Protoss in TvP.

In the end it evened out to be about the same.

I mean PvT and TvT as in the same PvTs most of time you will see mech vs gateway+arbiter army (aka as they mean PvTs and ZvTs are the same thing all the time). Not as in mech in both MUs. I did not really mean that terrans were doing same thing in the TvP and TvT (though visually it was pretty much same thing).


Oh right!

Yeah, totally. Most games in Broodwar were the exact same compositions over and over again. Usually there will be 1-3 variations that come and go as time passes, but it always lead back to the same compositions.
Hark, what baseball through yonder window breaks?
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2013-09-18 23:21:30
September 18 2013 23:10 GMT
#15436
In the end, SC2 will always be hamstrung by the fact that there are so few scenarios for units to interact:

1. Two tightly-packed deathballs colliding in an orgy of DPS
2. Drops.
3. ???

That's pretty much it. If a unit is suboptimal or easily countered in those scenarios, it's not worth making. There's very little nuance, very few ways to contrive utility for units through playstyle

ZvT demonstrates one example of the sort of thing we should be watching. On paper mutas counter drop play - except they do so at the expense of ceding map control to the Terran. It's not just 'duh, build the counter unit and put it in your deathball'.

Unfortunately the rest of the game is precisely that. Battlecruisers aren't rendered useless because of Tempests, they're useless because all you'd ever want to do with BCs or Tempests is add them to the deathball, and in that scenario, Tempests just win. There's nothing you can do to pull the Tempests away, nothing clever you can do with your BCs, and no way to survive an engagement if you split your army.

Warpgates are another example of bad, scenario-limiting design. Reinforcements teleport directly into the deathball rather than potentially being intercepted straggling across the map. Read that article about Savior's genius strategies? Yeah - none of that is possible in XvP. Or any matchup, for that matter, because by the time you've done something clever like intercepting reinforcements, your split army has been crushed by the opposing deathball and the game is over.

The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2013-09-19 05:11:51
September 19 2013 05:11 GMT
#15437
On September 19 2013 08:10 Umpteen wrote:
In the end, SC2 will always be hamstrung by the fact that there are so few scenarios for units to interact:

1. Two tightly-packed deathballs colliding in an orgy of DPS
2. Drops.
3. ???

That's pretty much it. If a unit is suboptimal or easily countered in those scenarios, it's not worth making. There's very little nuance, very few ways to contrive utility for units through playstyle

ZvT demonstrates one example of the sort of thing we should be watching. On paper mutas counter drop play - except they do so at the expense of ceding map control to the Terran. It's not just 'duh, build the counter unit and put it in your deathball'.

Unfortunately the rest of the game is precisely that. Battlecruisers aren't rendered useless because of Tempests, they're useless because all you'd ever want to do with BCs or Tempests is add them to the deathball, and in that scenario, Tempests just win. There's nothing you can do to pull the Tempests away, nothing clever you can do with your BCs, and no way to survive an engagement if you split your army.

Warpgates are another example of bad, scenario-limiting design. Reinforcements teleport directly into the deathball rather than potentially being intercepted straggling across the map. Read that article about Savior's genius strategies? Yeah - none of that is possible in XvP. Or any matchup, for that matter, because by the time you've done something clever like intercepting reinforcements, your split army has been crushed by the opposing deathball and the game is over.


Yeah, SC2 also needs more advantage for a smaller force in a better position against a superior force.
Goofinator
Profile Joined September 2013
England45 Posts
September 19 2013 18:57 GMT
#15438
I think that the Mothership Core makes all Protoss match-ups rather stale in the early game because of the way it negates early aggression in a lot of cases. I think that a good solution to this would be to make it so that a nexus that it using Photon Overcharge becomes unable to build probes for the duration of the spell. This would mean that an early attack that forces an over-charge is guaranteed to do some sort of economic damage and forces the protoss to be more honest with their unit production. If the Protoss knows that if they are forced to use Photon Overcharge they cannot build probes, they will be much more mindful about using it, because being unable to build probes for a whole minute (or however long the spell lasts, I can't remember) would be a huge blow.

What do you guys think to this?
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2013-09-19 19:44:34
September 19 2013 19:43 GMT
#15439
On September 19 2013 07:39 YyapSsap wrote:
Show nested quote +
On September 19 2013 01:38 lolfail9001 wrote:
On September 19 2013 01:05 a176 wrote:
On September 18 2013 23:56 lolfail9001 wrote:
On September 18 2013 23:47 SlixSC wrote:

Which of course exposes the biggest problem in TvZ. While the viper and swarmhost are both terrible vs. bio, buffing them in any way would make mech even worse than it already is. It's actuallly a dilemma.

This made me think that if Brood War had a better pathing (SC2) and unlimited unit selection, dark swarm would be so much worse against bio, as you could actually run out of it without getting your army stuck and decimated by whatever and cracklings in a flash. Ensnare and plague would on other side have much more utility.... oh wait, am i getting infestors designed here. Now i start to understand how we came from early SC2 builds with BW units and tech to what we have now.


the advantage of dark swarm was that it had a massive area of effect; where its literally two steps for bio to leave a blinding cloud, it would be much longer to leave a dark swarm, giving speedy zerg units opportune time to catch up with them.

Still if we actually had that exact dark swarm in SC2 bio would take 3+ seconds to get far away for lings to get damage as they leave are of dark swarm.
Actually let me just theory craft about what if SC2 had SC2's mechanics (except for armor mechanics) and whatever and BW's units (this piece of word-flood is just a theoretical thought and if i am wrong at any point of it i will accept constructive fixes). I just take TvZ as classic match-up (since in my rather casual 1v1 exp at Iccup i only played T and Z, so it is essentially only match-up i have a clue about both sides of which):
Ultras would... to put it blunt, suck. They have 'just' 400 HP and pretty low DPS, so they would probably just die to unavoidable focus fire, on even upgrades it is only '136' hits from marines, so at high marine count they would probably just tank about 2 seconds, not to mention that marines with medics would tank 'em like in WoL, but without even caring
about splitting.
Cracklings would be.... pretty good i guess, until m&m ball got big enough for 'em to get there without dying (since AFAIK marines in BW did overkill stuff, and few cracklings would actually tank alot of shots to kill due to that). Similarly to killing stalkers 1 by 1 with 20 unstimmed marauders to put it blunt. Not to mention that hellbats would probably work worse against clumped up lings than stimmed firebats.
Hydras.... uhem, if you think SC2 hydras are bad, SC1 hydras would be even worse most likely, considering they would still overkill, have rather crappy damage on non-large units and WOULD clump up (now put it up against BW tanks, want to cry now?).
Lurkers, well, now instead of shooting a line of marines, they would shoot half of a line of marines or even less, if terran got a concave over lurkers before moving in, if bio ball is moving over 'em. Then scan (MBS, do not forget :3) and terran wipes 'em out.
Mutas would be the same, except that you would not be able to stack 'em (call Blizzard and ask 'em if muta stack and shooting while moving was ever intentional), considering lack of stacking it would be easier to lose 'em. Thankfully turrets would still be not the good defense against 'em in low turret counts.
Scourge: dammit, it would be sickeningly good as a-move unit.
Devourers could be good... though never mind, never used 'em in TvZ :D
Infested terrans.... well, if their a-move mechanic was intentional they would be only as useful as they were in BW.
Guardians... well, with good positioning they would work i suppose, but then again no clue.
Oh right, sunkens and spores. Well, sunkens would likely to die faster in TvZ, cause bio-ball and tanks.
Nydus... i think it would be as good as it was, but i honestly have no clue
Now we come to... casters, lol. So we have the ez-pz ability to destroy large tank line, once you have enough queens with energy, plague and ensnare that are more dangerous than ever, since now it hits much more stuff and dark swarm, that honestly would only benefit from SC2 in a sense of flanking being easier.
Marine, Firebat, Medic: teehee, what a profit, suddenly it ends up with SC2's pathing being especially beneficial for small ranged units, yes, i am looking at you three.
Tank... well, it would be more OP than ever, since i believe tank-goliath push would end games in that game of imagination long before zerg could have appropriate counter. Because now you have tank that does not overkill and all units run right to splash damage now!
Vulture: no more patrol micro, though with this speed you will not need it most of time i guess. Also, mine fields become way more powerful, since zerg most likely will not have ability to defuse mine field with couple of lings, that will drag all mines to them. Also (pvt note): dt is not going to destroy tank line by drawing mines to it :D.
Goliath: ehem, it should be pretty good. Also, was it not be able to shoot both ground and air with it's weapons?
Science Vessels. So now i have EMP with large area, irradiate that is now smart cast and defensive matrix with marines, that are already capable of kill ultras? Gimme more of this.
Wraiths: probably would be worse, since they still overkill, do not stack and they sucked anyways (unless part of clever build AFAIK).
Dropships.... see Medivacs with same gas cost, but without healing and can only be produced 1 a time.
Valkyries: i guess magic box for sure will not work against 'em as it does against thors heehee, granted their damage was rather bad without splash.
BCs: Scourges.
P. S. Yes, i have no clue why i wrote this here, but in Soviet Russia this thread is called Balanced design discussion. And yes, i wrote this just for fun, but somehow i start to understand Rabiator in his senseless comparisons of marines and stalkers.


The advantage of the dark swarm primarily is that it creates a cover for you units to get to its target without being blown to bits (or hold a position via lurkers/zoning units). So it didn't matter if the enemy unit was under the dark swarm or not, as long as it allowed most of your units to get to them without being scathed.

I forgot when the game was played but it was iloveoov vs S.... on some map where S.... broke through an entrenched T line than spanned atleast 3 monitors with a masterful darkswarm usage. Not necessarily using it to cover the T unit but shielding his units under the swarm while closing the gap.

Show nested quote +
On September 19 2013 01:06 DuneBug wrote:
I don't know why anyone would want to go mech.


Because it suddenly makes more than 50% of the units in the game viable to the meta?


+ lolfail also forgets that ultras were 4 supply, hydras 1 supply etc. so you cant compare some of the units with their sc2 counterparts. really hope they adjust roaches and hydras to 1 supply in LotV and maybe even ultras to 4 supply to make zerg more swarmy (with adjusted stats obv).
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-09-19 20:21:21
September 19 2013 19:52 GMT
#15440
On September 20 2013 04:43 Decendos wrote:
Show nested quote +
On September 19 2013 07:39 YyapSsap wrote:
On September 19 2013 01:38 lolfail9001 wrote:
On September 19 2013 01:05 a176 wrote:
On September 18 2013 23:56 lolfail9001 wrote:
On September 18 2013 23:47 SlixSC wrote:

Which of course exposes the biggest problem in TvZ. While the viper and swarmhost are both terrible vs. bio, buffing them in any way would make mech even worse than it already is. It's actuallly a dilemma.

This made me think that if Brood War had a better pathing (SC2) and unlimited unit selection, dark swarm would be so much worse against bio, as you could actually run out of it without getting your army stuck and decimated by whatever and cracklings in a flash. Ensnare and plague would on other side have much more utility.... oh wait, am i getting infestors designed here. Now i start to understand how we came from early SC2 builds with BW units and tech to what we have now.


the advantage of dark swarm was that it had a massive area of effect; where its literally two steps for bio to leave a blinding cloud, it would be much longer to leave a dark swarm, giving speedy zerg units opportune time to catch up with them.

Still if we actually had that exact dark swarm in SC2 bio would take 3+ seconds to get far away for lings to get damage as they leave are of dark swarm.
Actually let me just theory craft about what if SC2 had SC2's mechanics (except for armor mechanics) and whatever and BW's units (this piece of word-flood is just a theoretical thought and if i am wrong at any point of it i will accept constructive fixes). I just take TvZ as classic match-up (since in my rather casual 1v1 exp at Iccup i only played T and Z, so it is essentially only match-up i have a clue about both sides of which):
Ultras would... to put it blunt, suck. They have 'just' 400 HP and pretty low DPS, so they would probably just die to unavoidable focus fire, on even upgrades it is only '136' hits from marines, so at high marine count they would probably just tank about 2 seconds, not to mention that marines with medics would tank 'em like in WoL, but without even caring
about splitting.
Cracklings would be.... pretty good i guess, until m&m ball got big enough for 'em to get there without dying (since AFAIK marines in BW did overkill stuff, and few cracklings would actually tank alot of shots to kill due to that). Similarly to killing stalkers 1 by 1 with 20 unstimmed marauders to put it blunt. Not to mention that hellbats would probably work worse against clumped up lings than stimmed firebats.
Hydras.... uhem, if you think SC2 hydras are bad, SC1 hydras would be even worse most likely, considering they would still overkill, have rather crappy damage on non-large units and WOULD clump up (now put it up against BW tanks, want to cry now?).
Lurkers, well, now instead of shooting a line of marines, they would shoot half of a line of marines or even less, if terran got a concave over lurkers before moving in, if bio ball is moving over 'em. Then scan (MBS, do not forget :3) and terran wipes 'em out.
Mutas would be the same, except that you would not be able to stack 'em (call Blizzard and ask 'em if muta stack and shooting while moving was ever intentional), considering lack of stacking it would be easier to lose 'em. Thankfully turrets would still be not the good defense against 'em in low turret counts.
Scourge: dammit, it would be sickeningly good as a-move unit.
Devourers could be good... though never mind, never used 'em in TvZ :D
Infested terrans.... well, if their a-move mechanic was intentional they would be only as useful as they were in BW.
Guardians... well, with good positioning they would work i suppose, but then again no clue.
Oh right, sunkens and spores. Well, sunkens would likely to die faster in TvZ, cause bio-ball and tanks.
Nydus... i think it would be as good as it was, but i honestly have no clue
Now we come to... casters, lol. So we have the ez-pz ability to destroy large tank line, once you have enough queens with energy, plague and ensnare that are more dangerous than ever, since now it hits much more stuff and dark swarm, that honestly would only benefit from SC2 in a sense of flanking being easier.
Marine, Firebat, Medic: teehee, what a profit, suddenly it ends up with SC2's pathing being especially beneficial for small ranged units, yes, i am looking at you three.
Tank... well, it would be more OP than ever, since i believe tank-goliath push would end games in that game of imagination long before zerg could have appropriate counter. Because now you have tank that does not overkill and all units run right to splash damage now!
Vulture: no more patrol micro, though with this speed you will not need it most of time i guess. Also, mine fields become way more powerful, since zerg most likely will not have ability to defuse mine field with couple of lings, that will drag all mines to them. Also (pvt note): dt is not going to destroy tank line by drawing mines to it :D.
Goliath: ehem, it should be pretty good. Also, was it not be able to shoot both ground and air with it's weapons?
Science Vessels. So now i have EMP with large area, irradiate that is now smart cast and defensive matrix with marines, that are already capable of kill ultras? Gimme more of this.
Wraiths: probably would be worse, since they still overkill, do not stack and they sucked anyways (unless part of clever build AFAIK).
Dropships.... see Medivacs with same gas cost, but without healing and can only be produced 1 a time.
Valkyries: i guess magic box for sure will not work against 'em as it does against thors heehee, granted their damage was rather bad without splash.
BCs: Scourges.
P. S. Yes, i have no clue why i wrote this here, but in Soviet Russia this thread is called Balanced design discussion. And yes, i wrote this just for fun, but somehow i start to understand Rabiator in his senseless comparisons of marines and stalkers.


The advantage of the dark swarm primarily is that it creates a cover for you units to get to its target without being blown to bits (or hold a position via lurkers/zoning units). So it didn't matter if the enemy unit was under the dark swarm or not, as long as it allowed most of your units to get to them without being scathed.

I forgot when the game was played but it was iloveoov vs S.... on some map where S.... broke through an entrenched T line than spanned atleast 3 monitors with a masterful darkswarm usage. Not necessarily using it to cover the T unit but shielding his units under the swarm while closing the gap.

On September 19 2013 01:06 DuneBug wrote:
I don't know why anyone would want to go mech.


Because it suddenly makes more than 50% of the units in the game viable to the meta?


+ lolfail also forgets that ultras were 4 supply, hydras 1 supply etc. so you cant compare some of the units with their sc2 counterparts. really hope they adjust roaches and hydras to 1 supply in LotV and maybe even ultras to 4 supply to make zerg more swarmy (with adjusted stats obv).

I did not compare bw units and sc2 units, i tried to imagine the way BW units would work with SC2's AI in general, if they were left unchanged, like in alpha and i was actually thinking that there would be more ultras per supply and more hydras per it. It just hit me, that lack of splash would make ultras tankier lings, that would still die at certain size of MM ball and not much else. Same with hydra, except that i never really considered BW hydras really good in the first place (being only commonly used against toss and meching terrans in conjuction with mutas) and i am more than certain that 'em clumping up like in that JaeDong game at ramp would not make it any better against anyone, should the spells and units left in their completely untouched BW state. They would probably deal with mutas slightly better though, due to lack of muta stack and hydras balling up, but that would not really matter.
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