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Situation Report: Patch 1.4, Blizz's Explanations - Page 21

Forum Index > SC2 General
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SilverforceX
Profile Joined May 2010
Australia267 Posts
September 25 2011 01:46 GMT
#401
If you dont think terran's range advantage isn't a big deal, how about in the next patch they nerf Ghost EMP range like what they did to NP. See how big a deal that would be eventhough ghosts can cloak to gain superior positioning.

Fig
Profile Joined March 2010
United States1324 Posts
September 25 2011 02:06 GMT
#402
On September 25 2011 08:53 Zorgaz wrote:
Show nested quote +
On September 25 2011 08:32 theBizness wrote:
+ Show Spoiler +

On September 24 2011 19:19 Bagi wrote:
Show nested quote +
On September 24 2011 18:50 theBizness wrote:
On September 24 2011 18:28 SilverforceX wrote:
On September 24 2011 18:12 sylverfyre wrote:
On September 23 2011 10:42 HypernovA wrote:
On September 23 2011 10:40 AxelTVx wrote:
Hmmm this does seem to cover almost everything except the problem with Ghosts that the Zerg have been having. Hopefully he explains why the ghost remained untouched.


I don't understand why do Zerg players want Ghosts to be nerfed. How else do you expect Terran to win versus Broodlord/infestors?

I don't expect you to win, Mr. Terran, I expect you to die!

</bond villain>

In more serious note... with the infestor damage and range on its spells respectively nerfed, and ghost techniques improving immensely, it's even more difficult to respond effectively to ghost usage. We have no exceptional unit for just dealing with the ghost (this is fine, it's just a thing we as zerg have to be aware of) and terran late-game armies with siege tanks, ghosts, vikings all providing backup to whatever backbone the terran feels is appropriate... Terran just has ALL the range.


I know you meant range as in flexibility.. but, consider:

Viking, longest air range. Check.
Tank, sieged longest ground range. Check.
Tank unsieged/Thor, longest range to not get stuck like stupid dancing Immortals (with 6 range they still get stuck behind stalkers requiring micro like b4 the patch) behind the bioball. Check.
Thors AA, longest range vs air units. Check.
BCs, yamato destroys any anti-air since its the longest range. Check. BCs are used often, Carriers blow since beta. WTF bliz! MS is still a PoS that never leaves dock.
Ghost snipe, longest range to easy counter a lot of stuff. Check.
Ghost EMP, longest spell range to counter protoss and casters. Check.
Ghost Nuke, long range to help its ease of use, unlike NP which got nerfed to 7. WTF. Check.




Truth. Terran is the ultimate casual race and I'm sure they have taken this into account. The inherent flexibility of Terran unit compositions is far too forgiving.
Have the longest range units -> ultimate casual race. Just wow.

What about unit health, damage, micro requirements?

Longest range units + most forgiving race regarding composition = ideal for casuals, who are most likely to pick Terran to begin with.


Actually the race i play when i want to chill is Protoss.

And all my newbie buddies choose the race because it was the easiest race for them to play around with. Not that it matters really, but just saying that a-moving zealot is way ''more chill''
then kiting with the marine

Show nested quote +
On September 24 2011 18:57 Lorch wrote:
Now that we start complaing about marauders (yay easily the most unterran unit in the game) why don't we complain about the zerg dragoon aswell? The fucking roach, hard to kill and the reason why we don't see any hydralisk (though based upon broodwar thats the zergiest unit beside the ling).
Colossi are a joke compared to reavers, they don't requiere much micro, can't be used for harras and, to make it even better, are the main reason why noone even tries to build carriers.
One thing that not enough people talk about (imo) is the fact that dts requier their own building. WTF went wrong there at blizzard? You know if I could actually make HTs and DTs with the same building going dts in the first place wouldn't be the huge investement it is, yes you'd still pay 375 gas for 3 dts, but you wouldn't pay 250 for a almost useless tech path if it doesn't work. Plus wtf happened to dark archons?

The fact that the mothership is just a raped version of the arbiter doesn't need to be discussed, I'm still amazed whenever I see arbiters in bw, and thinking about the mothership as the sc2 equivelent makes me really sad

Talking about shit that makes me sad, why the fuck can terran suddenly swap around addons as they please? I think thats part of the reason why terran is that versatile and can transition that well into different stuff. I really hope we get to see individual addons for each production facility again like in bw.


I agree with alot, but wtf is this about complaining about the addon swaps?! Their brilliant and make for really refined and cool build! I'd say they are one of the things Blizzard did good.

It's better adding something to the other races then taking away what's already good just because you think it's to versatile.

I agree with bringing the other races up to par with building versatility. Maybe in HotS you will be able to burrow zerg buildings and warp toss buildings to other places on the map within pylon power when they are being chronoboosted! (this would cancel the upgrade/unit though) Or maybe just hardened shields for buildings!
Can't elope with my cantaloupe
longtang
Profile Joined February 2011
United States73 Posts
September 25 2011 02:13 GMT
#403
On September 24 2011 18:57 Lorch wrote:
Now that we start complaing about marauders (yay easily the most unterran unit in the game) why don't we complain about the zerg dragoon aswell? The fucking roach, hard to kill and the reason why we don't see any hydralisk (though based upon broodwar thats the zergiest unit beside the ling).
Colossi are a joke compared to reavers, they don't requiere much micro, can't be used for harras and, to make it even better, are the main reason why noone even tries to build carriers.
One thing that not enough people talk about (imo) is the fact that dts requier their own building. WTF went wrong there at blizzard? You know if I could actually make HTs and DTs with the same building going dts in the first place wouldn't be the huge investement it is, yes you'd still pay 375 gas for 3 dts, but you wouldn't pay 250 for a almost useless tech path if it doesn't work. Plus wtf happened to dark archons?

The fact that the mothership is just a raped version of the arbiter doesn't need to be discussed, I'm still amazed whenever I see arbiters in bw, and thinking about the mothership as the sc2 equivelent makes me really sad

Talking about shit that makes me sad, why the fuck can terran suddenly swap around addons as they please? I think thats part of the reason why terran is that versatile and can transition that well into different stuff. I really hope we get to see individual addons for each production facility again like in bw.



DT's are the most ridiculous unit, you moron. Why would Bliz give you a unit that everytime that one is made, it automatically pays for itself? u re bitching about a unit that gives All Terrans headaches and you want it to be easier to get DT's? R U an A-hole?

A scan cost 240. A DT is cheaper than 240. So, everytime you make one and move it around and a terran has to scan, he is wasting 240. And you don't even had to kill anything. Just by virtual that one is made, you have already paid for the cost of the DT because it costs the terran a scan.

Moron.

User was temp banned for this post.
Kill all Protoss. Make them Die. Long Live Terran. Tos is a despicable race b/c they R sneaky & underhanded; Their scouts dont' scout; they Just hide & make pylons
Deleted User 183001
Profile Joined May 2011
2939 Posts
September 25 2011 03:08 GMT
#404
On September 25 2011 09:13 BurningSera wrote:
i now really believe sc2 balance team is consisted of no more than 2 people XD

Well, Incontrol sounded serious when he was talking to Idra about that. ;o
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2011-09-25 04:23:28
September 25 2011 04:19 GMT
#405
+ Show Spoiler +
On September 25 2011 11:13 longtang wrote:
Show nested quote +
On September 24 2011 18:57 Lorch wrote:
Now that we start complaing about marauders (yay easily the most unterran unit in the game) why don't we complain about the zerg dragoon aswell? The fucking roach, hard to kill and the reason why we don't see any hydralisk (though based upon broodwar thats the zergiest unit beside the ling).
Colossi are a joke compared to reavers, they don't requiere much micro, can't be used for harras and, to make it even better, are the main reason why noone even tries to build carriers.
One thing that not enough people talk about (imo) is the fact that dts requier their own building. WTF went wrong there at blizzard? You know if I could actually make HTs and DTs with the same building going dts in the first place wouldn't be the huge investement it is, yes you'd still pay 375 gas for 3 dts, but you wouldn't pay 250 for a almost useless tech path if it doesn't work. Plus wtf happened to dark archons?

The fact that the mothership is just a raped version of the arbiter doesn't need to be discussed, I'm still amazed whenever I see arbiters in bw, and thinking about the mothership as the sc2 equivelent makes me really sad

Talking about shit that makes me sad, why the fuck can terran suddenly swap around addons as they please? I think thats part of the reason why terran is that versatile and can transition that well into different stuff. I really hope we get to see individual addons for each production facility again like in bw.



DT's are the most ridiculous unit, you moron. Why would Bliz give you a unit that everytime that one is made, it automatically pays for itself? u re bitching about a unit that gives All Terrans headaches and you want it to be easier to get DT's? R U an A-hole?

A scan cost 240. A DT is cheaper than 240. So, everytime you make one and move it around and a terran has to scan, he is wasting 240. And you don't even had to kill anything. Just by virtual that one is made, you have already paid for the cost of the DT because it costs the terran a scan.

Moron.

User was temp banned for this post.


It stuff like this that is misstated all the time their is a difference between Cost and Opportunity Cost.

The scan does NOT cost 240 minerals (or 300 or 270 or whatever other number you wish to say). Blizzard was nice enough to give us a counter at the top of our screen that shows us how many minerals you have. When you scan that counter does not suddenly display 240 less minerals. That is because the scan does not cost 240minerals it costs 50 energy and you can opt to either summon a scan, a supply drop, mule, or nothing and let it build depending on the situation. If a dt gets into your base and you did not scout the tech out or forgot a turret at an expo. You are scanning not the opportunity cost is either a unit that mines 240 minerals or permanently lost mining time at a base until you can finish a turret or get a raven there.

Also on top of that with the exception of dt rush when dts start to make their appearance it seems to be at a point where terrans would rather save energy for 1-2 scans to allow for better positioning on the battlefield or a more effective drop or what have you.


The stuff mentioned in this report dont really seem like a surprise. For the most part Im sure even the average player could of deduced some of this.
The only thing I don't understand is the mothership change as even blizzard seemed to say that the mothership was not intended for competitive play. Not saying the carrier did or did not need a change but... it seems odd that the the mothership was changed.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Kuja
Profile Blog Joined May 2011
United States1759 Posts
September 25 2011 04:27 GMT
#406
im feeling good about the changes and the logic behind it seems sound. Keep up the good work blizz.
“Who's to say that my light is better than your darkness? Who's to say death is better than your darkness? Who am I to say?”
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2011-09-25 05:11:34
September 25 2011 05:10 GMT
#407
The best patch ever will be the patch where the Marauder is removed and then we can finally see the true magic of what SMART Terran players can actually come up with in TvP.

Will be beautiful to see some interesting Mech builds come out of players like MMA, MVP and Bomber.

Although Mech will never be useful in TvP without a spider-mine LIKE mechanic that isn't the spider mine itself because of Chargelots (simply a mechanic to help keep Zealots away that isn't just throwing hellions in front of them because hellions evaporate at the start of a fight too easily ATM because of the Collosus)

TvT is similar to BW and awesome, TvZ is similar to BW and awesome, TvP is actually just really stupid to watch and always has been but I always watch every TvP hoping a Terran will use Mech but every time they do they just get 1a'd through (with the exception of Jinro vs MC where MC played the worst Protoss I've ever seen before >.>)

People site GoOdy as a good source of Mech play vs Protoss but everyone knows it's not the same as watching Flash in BW straight up dominate a Protoss with a 2:1 upgrade timing attack where it seemed there was nothing the Protoss could do.
GoOdy doesn't defeat the Protoss, he bores them out of the game. Which is pretty much what Mech does to Toss if Mech is able to win without the Protoss playing stupidly (ie: Byun vs Oz where Oz for some dumb reason tries to base race instead of just killing the attack on his Nat with a good flank...>.>)
Cake or Death?
Deleted User 183001
Profile Joined May 2011
2939 Posts
Last Edited: 2011-09-25 05:15:06
September 25 2011 05:14 GMT
#408
On September 25 2011 14:10 Raiznhell wrote:
The best patch ever will be the patch where the Marauder is removed and then we can finally see the true magic of what SMART Terran players can actually come up with in TvP.

Will be beautiful to see some interesting Mech builds come out of players like MMA, MVP and Bomber.

Although Mech will never be useful in TvP without a spider-mine LIKE mechanic that isn't the spider mine itself because of Chargelots (simply a mechanic to help keep Zealots away that isn't just throwing hellions in front of them because hellions evaporate at the start of a fight too easily ATM because of the Collosus)

TvT is similar to BW and awesome, TvZ is similar to BW and awesome, TvP is actually just really stupid to watch and always has been but I always watch every TvP hoping a Terran will use Mech but every time they do they just get 1a'd through (with the exception of Jinro vs MC where MC played the worst Protoss I've ever seen before >.>)

People site GoOdy as a good source of Mech play vs Protoss but everyone knows it's not the same as watching Flash in BW straight up dominate a Protoss with a 2:1 upgrade timing attack where it seemed there was nothing the Protoss could do.
GoOdy doesn't defeat the Protoss, he bores them out of the game. Which is pretty much what Mech does to Toss if Mech is able to win without the Protoss playing stupidly (ie: Byun vs Oz where Oz for some dumb reason tries to base race instead of just killing the attack on his Nat with a good flank...>.>)

Removing marauders would be too huge of a change and would wreck Terran (and I main as Protoss, mind you). But yeah, when I think if Marauders, I think of the Ubersoldaten from Return to Castle Wolfenstein, or a fast-running version of the Tanks from Quake 2 (despite the name, they're actually heavy infantry, not vehicles). Marauders are pretty beastly O_O.
dbddbddb
Profile Joined April 2010
Singapore969 Posts
September 25 2011 05:18 GMT
#409
On September 25 2011 14:14 JudicatorHammurabi wrote:
Show nested quote +
On September 25 2011 14:10 Raiznhell wrote:
The best patch ever will be the patch where the Marauder is removed and then we can finally see the true magic of what SMART Terran players can actually come up with in TvP.

Will be beautiful to see some interesting Mech builds come out of players like MMA, MVP and Bomber.

Although Mech will never be useful in TvP without a spider-mine LIKE mechanic that isn't the spider mine itself because of Chargelots (simply a mechanic to help keep Zealots away that isn't just throwing hellions in front of them because hellions evaporate at the start of a fight too easily ATM because of the Collosus)

TvT is similar to BW and awesome, TvZ is similar to BW and awesome, TvP is actually just really stupid to watch and always has been but I always watch every TvP hoping a Terran will use Mech but every time they do they just get 1a'd through (with the exception of Jinro vs MC where MC played the worst Protoss I've ever seen before >.>)

People site GoOdy as a good source of Mech play vs Protoss but everyone knows it's not the same as watching Flash in BW straight up dominate a Protoss with a 2:1 upgrade timing attack where it seemed there was nothing the Protoss could do.
GoOdy doesn't defeat the Protoss, he bores them out of the game. Which is pretty much what Mech does to Toss if Mech is able to win without the Protoss playing stupidly (ie: Byun vs Oz where Oz for some dumb reason tries to base race instead of just killing the attack on his Nat with a good flank...>.>)

Removing marauders would be too huge of a change and would wreck Terran (and I main as Protoss, mind you). But yeah, when I think if Marauders, I think of the Ubersoldaten from Return to Castle Wolfenstein, or a fast-running version of the Tanks from Quake 2 (despite the name, they're actually heavy infantry, not vehicles). Marauders are pretty beastly O_O.


Marauders are like the dragoons of TvP
Fig
Profile Joined March 2010
United States1324 Posts
September 25 2011 05:23 GMT
#410
Well marauders are the reason we don't see tanks in TvP outside of the 1-1-1. At the moment, no one uses mech simply because mmm is better. I don't think anyone can say for sure that mech does not work vs toss. And I'm not saying only make hellion/tank/thor because obviously that loses to voidrays. You would definitely have to have either marine support or probably the best choice is just vikings. It would be an interesting experiment if they changed marauders into a unit that focused on tanking and slowing units, but did not do nearly as much damage.
Can't elope with my cantaloupe
Brotocol
Profile Joined September 2011
243 Posts
Last Edited: 2011-09-25 06:31:54
September 25 2011 06:03 GMT
#411
Terran is supposed to be about hick humans using scrappy units with tacky design to make aliens dance like varmints. This is done while chugging down a beer.

I think Blizzard completely missed that design element when it came to the units, even though they kept the hick part for the campaign mode. Space prisoners shouldn't have combat shields. The entire point of these guys is you're sending them out to clean up, hick style. They're not like, highly trained precision operatives. Terran is supposed to look like an amateur hour operation compared to Zerg and Protoss, which somehow works out because of human ingenuity.

There are too many immaculate, state of the art units in the Terran arsenal. Stuff like Marauders and Thor are too high tech. Humans are not supposed to rival Protoss in 1 on 1. Terran solutions are supposed to be tricky stuff like spider mines or sci vessel. There's nothing like a good old radiation blast to clear out some alien workers.

This total disregard for the concept behind each race has resulted in balance issues like Terran and Zerg having more "Protoss-y" units than Protoss. I hope that in HotS Marauders and Roaches get relegated to higher tech paths, and that Hydralisks become a staple unit again.
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
razy
Profile Joined February 2010
Russian Federation899 Posts
September 25 2011 06:36 GMT
#412
On September 25 2011 15:03 Brotocol wrote:
Terran is supposed to be about hick humans using scrappy units with tacky design to make aliens dance like varmints. This is done while chugging down a beer.

I think Blizzard completely missed that design element when it came to the units, even though they kept the hick part for the campaign mode. Space prisoners shouldn't have combat shields. The entire point of these guys is you're sending them out to clean up, hick style. They're not like, highly trained precision operatives. Terran is supposed to look like an amateur hour operation compared to Zerg and Protoss, which somehow works out because of human ingenuity.

There are too many immaculate, state of the art units in the Terran arsenal. Stuff like Marauders and Thor are too high tech. Humans are not supposed to rival Protoss in 1 on 1. Terran solutions are supposed to be tricky stuff like spider mines or sci vessel. There's nothing like a good old radiation blast to clear out some alien workers.

This total disregard for the concept behind each race has resulted in balance issues like Terran and Zerg having more "Protoss-y" units than Protoss. I hope that in HotS Marauders and Roaches get relegated to higher tech paths, and that Hydralisks become a staple unit again.


This were exactly my thoughts when i first saw sc2 in action. Hihi to roach, marauder and collosi =_=
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
September 25 2011 06:41 GMT
#413
I would be pretty ok with them removing marauders if they buff tanks.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
Lmui
Profile Joined November 2010
Canada6219 Posts
September 25 2011 06:42 GMT
#414
I played a few games on the new patch and holy shit the immortal change is HUGE. Enemy Marauders are PUNISHED for getting in range of the immortal and the immortal can shoot at marines without getting fired back at. I mean, it helps with the intended purpose of stopping the 1/1/1 but it just makes immortals awesome now.
Raiznhell
Profile Joined January 2010
Canada786 Posts
September 25 2011 06:43 GMT
#415
On September 25 2011 14:23 Fig wrote:
Well marauders are the reason we don't see tanks in TvP outside of the 1-1-1. At the moment, no one uses mech simply because mmm is better. I don't think anyone can say for sure that mech does not work vs toss. And I'm not saying only make hellion/tank/thor because obviously that loses to voidrays. You would definitely have to have either marine support or probably the best choice is just vikings. It would be an interesting experiment if they changed marauders into a unit that focused on tanking and slowing units, but did not do nearly as much damage.


Well I use Vikings as support to my tanks when I Mech in TvP the problem is when is there too many vikings? With tanks being 3 supply and costing more gas whilst doing less damage per shot and having less defense for them it seems like if you skimp at all with ground forces when Meching (or even when you don't skimp at all) you simply get rolled half the time by either too much air for your vikings or having not enough ground power at all.
Cake or Death?
Fig
Profile Joined March 2010
United States1324 Posts
September 25 2011 07:17 GMT
#416
On September 25 2011 15:43 Raiznhell wrote:
Show nested quote +
On September 25 2011 14:23 Fig wrote:
Well marauders are the reason we don't see tanks in TvP outside of the 1-1-1. At the moment, no one uses mech simply because mmm is better. I don't think anyone can say for sure that mech does not work vs toss. And I'm not saying only make hellion/tank/thor because obviously that loses to voidrays. You would definitely have to have either marine support or probably the best choice is just vikings. It would be an interesting experiment if they changed marauders into a unit that focused on tanking and slowing units, but did not do nearly as much damage.


Well I use Vikings as support to my tanks when I Mech in TvP the problem is when is there too many vikings? With tanks being 3 supply and costing more gas whilst doing less damage per shot and having less defense for them it seems like if you skimp at all with ground forces when Meching (or even when you don't skimp at all) you simply get rolled half the time by either too much air for your vikings or having not enough ground power at all.

That's a good point. It's good for the game if terran needs to constantly scout to make the right amount of vikings for the engagement. They already do need to when fighting colossi though, so it shouldn't be any different in that respect. At the moment the bulk of a TvP army is marines and marauders, which cost 0 and 25 gas respectively. That allows for them to have more gas for other things than a protoss does, or just allows them to survive off of fewer bases since they don't need as much gas. I think it would be more interesting if the race was taxed more on gas than they are at the moment. Because right now terrans seem to just mass ghosts with their left over gas and blanket EMP the toss army, which is just mean.
Can't elope with my cantaloupe
LeibSaiLeib
Profile Joined October 2010
173 Posts
September 25 2011 12:52 GMT
#417
On September 25 2011 10:20 TheBlueMeaner wrote:
Show nested quote +
On September 25 2011 08:11 LeibSaiLeib wrote:
BFH

[image loading]



Thanks for the reminder, I really miss the times where killing a mineral line required SKILL. That micro you see there, there is nothing similar in starcraft 2, blue flame hellions are easy to use at all skill levels, that is the consecuence of the game being newbie friendly.

Blue flame hellions should require huge skill to pull off great rewards...


lol the point was complete opposite, in sc1 vultures could clean up full mineral lines too (thou you needed some skill), how often you saw flashes vultures going to base and cleaning all probes, alot. but still, people adjusted temselves. (vultures are way faster then helions)
emc
Profile Joined September 2010
United States3088 Posts
September 25 2011 14:00 GMT
#418
yea remove marauders, but mech would be nothing without vultures so then they'd need to remove hellions for vultures because you can't have two fast mech units. So then what, bring back firebats? K, then lets just go back to broodwar because that's what everyone seems to want.

They should just remove conc shells
RavenLoud
Profile Joined March 2011
Canada1100 Posts
Last Edited: 2011-09-25 14:12:15
September 25 2011 14:10 GMT
#419
I said this a long time ago when the game came out, but the simple fact that marauders can STIM is just broken design. (I remind you that even in the single player, where the most overpowered design failures remain, marauders still cannot stim!!)

Give marauders an upgrade for +50 health or something, they should not stim. They already beat stalkers and roaches without stim as is.


EDIT: I think conc. shell is necessary to stay alive vs. early zealot pressure without having to build bunkers. Removing it isn't a very good idea imo.
MorroW
Profile Joined August 2008
Sweden3522 Posts
September 25 2011 14:22 GMT
#420
why are everyone suddenly talking about marauders? :D
i thought the immortal buff was a nerf to marauders
Progamerpls no copy pasterino
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