• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:59
CEST 21:59
KST 04:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Rough Waters4[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Official StarCraft website teases new content ahead of BlizzCon?85Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!41Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over September World Ranking: herO leads, Serral climbs
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9]
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
[ASL22] Ro16 Preview: Rough Waters BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Official StarCraft website teases new content ahead of BlizzCon? New 3v3 BGH Ladder (and more) on ShieldBattery!
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro24 Group F [Megathread] Daily Proleagues Brood War in Budapest ! WORTEX 2026 BW Finals
Strategy
Odyssey Mineral Stack Saturation Replay Review Process - What do you do? Game Theory for Starcraft Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
F* the Children and Get Off …
TrAiDoS
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6918 users

HotS MLG Info Updates - Page 134

Forum Index > SC2 General
Post a Reply
Prev 1 132 133 134 135 136 141 Next
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
June 11 2012 21:53 GMT
#2661
On June 12 2012 06:31 Scufo wrote:
I'm sad for Tanks. Looks like they're gonna be pushed even further out of standard play in HoTS. Let's run it down...

Vipers abduct Tanks.
Locusts are light, making them great at absorbing tank fire.
Ultra charge kills tanks.
Fast hydras are better vs. tanks
Warhounds eat tanks alive
22 range Tempests laugh at Tanks and their silly seige up.

But, if hydras become more important in TvZ Tanks could retain their usefulness against them. Against P they still probably won't be useful since immortals and charge zealots still laugh at them.

But as a balance to that, all the supporting units to tanks have been buffed. Stronger Hellions, Mines that trade well with every air unit in the game and wreck shit in general, even the terribly designed Warhound should be good vs Toss, and these are all factory units that will benefit from Factory upgrades like the tank. It's not looking all bad for the tank, I think they'll actually see even more use in HotS due to mech's general improvement.
VERY FRAGILE, LIKE A BABY PANDA EGG
Shiori
Profile Blog Joined July 2011
3815 Posts
June 11 2012 21:57 GMT
#2662
On June 12 2012 06:52 Decendos wrote:
you wouldnt have to get rid of WG tech. WG e.g. at pushes or prism drops + reinforcement warp ins are fine.

the problem is the low warp-in time of 5 seconds. why not just increase the warp-in time to 15-20 seconds? that way P would still have the possibility to reinforce pushes faster than with gateways + still be able to harrass but it wouldnt be that broken in lategame where toss instantly remaxes on 20-25 gates.

Because if you remove FFs, you need to give Toss some sort of buff to Gateway units that allows them to engage Zerg in the early game (and defend all-ins) and allows Gateway units to be cost-effective against MMM 10 minute pushes. If you buff Gateway units, then warp-in necessarily becomes stronger, and so while the WG timing might be increased by however many seconds, the units would be significantly harder to kill, which would create the same situation.

For the record, I don't think lategame WG reinforcement is overpowered or broken; I think lategame WG reinforcement is exactly where WG in general belongs. Terran players who lose to a 20 Zealot warp-in have already botched the previous engagement so hard that it doesn't even matter. If you decisively win an engagement, you cannot win with a single warp-in because you have no Storms or Colossi. I'd prefer to have the Sentry removed altogether and the Stalker/Zealot rebalanced (perhaps a Baneling analogue added with some low-tier AoE to assist against Marines) and WG moved to like Twilight Council or something. Perhaps make an exception for the Warp Prism (maybe give it a very small radius Recall spell and the ability to drop all of its units at once).
ReadySetFire
Profile Joined October 2011
Kuwait545 Posts
June 11 2012 22:00 GMT
#2663
Guys, was any new HOTS gameplay shown besides the battlereports?
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
Last Edited: 2012-06-11 22:03:07
June 11 2012 22:02 GMT
#2664
Not to hijack this thread, but...Re: Ultra Charge, Too Many Massive Projectiles, Tanks Not as Necssary, the issue is the map construction and too many open areas. The unit balance not in unison with new map construction is a never ending pushing-around-of numbers, imo, to try and balance things.
Still diamond
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 11 2012 22:06 GMT
#2665
On June 12 2012 06:51 SmileZerg wrote:
I don't think WG should be removed, not by a long shot. I do think that proxy pylons should be nerfed, however, to make the warp prism more of an integral part of that mechanic. For example, limit pylon placement to within 30-40 range of a Nexus. This also fixes all sorts of problems with maps like needing neutral depots to prevent pylon blocking ramps.

That's quite brilliant. You keep all the deffensive capabilities wg offer and give T and Z defenders advantage back while making the warp prism an integral part of aggressive play. Maybe allow for better gateway units in general. Makes to much sense though, not gona happen.
Head Coach Park: "They should buff tanks!"
Decendos
Profile Joined August 2011
Germany1341 Posts
June 11 2012 22:07 GMT
#2666
well you cant just buff zealots and stalkers since chargelots and blinkstalker would be OP. so yeah there would need to be another spell for the sentry that makes up for the FF OR just make FF have hp and therefore killable.

WG is broken lategame. reinforcing with 50 supply stalker, chrono all gates and reinforcing 20 sec later with another 50 supply of stalker is just retarded vs zerg, same for chargelots vs terra. T and Z just need longer time to reinforce with an army to fight 100 supply of stalker or chargelot + archons.

WG is also too strong midgame since it totally removes defenders advantage. just have warp-in time up and its fine.
Toadvine
Profile Joined November 2010
Poland2234 Posts
Last Edited: 2012-06-11 22:18:03
June 11 2012 22:14 GMT
#2667
Can all of you "WG is too strong midgame/lategame/blablabla" dudes find yourselves a different thread for your balance whine? Nobody cares that you lose to Blink Stalkers on the ladder. We're trying to figure out a way for Protoss to function without Sentries, and removing/nerfing WG is just a necessary consequence of that.

On June 12 2012 07:06 Sapphire.lux wrote:
Show nested quote +
On June 12 2012 06:51 SmileZerg wrote:
I don't think WG should be removed, not by a long shot. I do think that proxy pylons should be nerfed, however, to make the warp prism more of an integral part of that mechanic. For example, limit pylon placement to within 30-40 range of a Nexus. This also fixes all sorts of problems with maps like needing neutral depots to prevent pylon blocking ramps.

That's quite brilliant. You keep all the deffensive capabilities wg offer and give T and Z defenders advantage back while making the warp prism an integral part of aggressive play. Maybe allow for better gateway units in general. Makes to much sense though, not gona happen.


My mind is literally blown, that someone would actually find that a good idea. Why don't we make it impossible for Queens to move more than 40 yards away from a hatchery while we're at it?
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
lost_artz
Profile Joined January 2012
United States366 Posts
June 11 2012 22:17 GMT
#2668
There's a TvZ and PvZ game - is there a PvT I missed?
nemonic
Profile Joined November 2011
132 Posts
June 11 2012 22:17 GMT
#2669
On June 12 2012 07:07 Decendos wrote:
well you cant just buff zealots and stalkers since chargelots and blinkstalker would be OP. so yeah there would need to be another spell for the sentry that makes up for the FF OR just make FF have hp and therefore killable.

WG is broken lategame. reinforcing with 50 supply stalker, chrono all gates and reinforcing 20 sec later with another 50 supply of stalker is just retarded vs zerg, same for chargelots vs terra. T and Z just need longer time to reinforce with an army to fight 100 supply of stalker or chargelot + archons.

WG is also too strong midgame since it totally removes defenders advantage. just have warp-in time up and its fine.


The fact that they didnt change anything regarding WG is my biggest disappointment with HotS. The game would benefit so much from it. Sadly, we'll have to live with this more or less broken mechanic even in the addon ...
snakeeyez
Profile Joined May 2011
United States1231 Posts
June 11 2012 22:17 GMT
#2670
Yeah Blizzard would never redesign the whole game now but the game needs those stupid abilities like force fields, conc shell, and fungals radically changed or removed. Fungals might be fixable if you just made it a dot and removed the freeze or maybe a slight slow. Watching someone lay down perfect force fields for the hundreth time and bring down bunkers or block a ramp to win the game is boring and horrible design I cant believe they actually thought that was a good idea.
okrane
Profile Joined April 2010
France265 Posts
June 11 2012 22:18 GMT
#2671
is it me or are these units the same we saw 1 year ago with not many changes?
what have they been doing all this time?
Really disappointed with Starcraft II Zerg! :(
SmileZerg
Profile Joined March 2012
United States543 Posts
June 11 2012 22:20 GMT
#2672
On June 12 2012 07:14 Toadvine wrote:
Show nested quote +
On June 12 2012 07:06 Sapphire.lux wrote:
On June 12 2012 06:51 SmileZerg wrote:
I don't think WG should be removed, not by a long shot. I do think that proxy pylons should be nerfed, however, to make the warp prism more of an integral part of that mechanic. For example, limit pylon placement to within 30-40 range of a Nexus. This also fixes all sorts of problems with maps like needing neutral depots to prevent pylon blocking ramps.

That's quite brilliant. You keep all the deffensive capabilities wg offer and give T and Z defenders advantage back while making the warp prism an integral part of aggressive play. Maybe allow for better gateway units in general. Makes to much sense though, not gona happen.


My mind is literally blown, that someone would actually find that a good idea. Why don't we make it impossible for Queens to move more than 40 yards away from a hatchery while we're at it?

That isn't even remotely the same situation. Please compare more apples to oranges.

It's just an extension of the already present radial base mechanics of Protoss and Zerg. You can't place buildings outside of pylon power, it's not a stretch to say you can't place pylons outside of Nexus range. Look up the definition of Nexus.
"Show me your teeth."
GinDo
Profile Blog Joined September 2010
3327 Posts
June 11 2012 22:22 GMT
#2673
On June 12 2012 07:17 snakeeyez wrote:
Yeah Blizzard would never redesign the whole game now but the game needs those stupid abilities like force fields, conc shell, and fungals radically changed or removed. Fungals might be fixable if you just made it a dot and removed the freeze or maybe a slight slow. Watching someone lay down perfect force fields for the hundreth time and bring down bunkers or block a ramp to win the game is boring and horrible design I cant believe they actually thought that was a good idea.


OMG, the dreaded Offensive FF Block has to be the stupidest thing in the game. Especially against poor Zergs.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 11 2012 22:23 GMT
#2674
On June 12 2012 07:14 Toadvine wrote:
Can all of you "WG is too strong midgame/lategame/blablabla" dudes find yourselves a different thread for your balance whine? Nobody cares that you lose to Blink Stalkers on the ladder. We're trying to figure out a way for Protoss to function without Sentries, and removing/nerfing WG is just a necessary consequence of that.

Show nested quote +
On June 12 2012 07:06 Sapphire.lux wrote:
On June 12 2012 06:51 SmileZerg wrote:
I don't think WG should be removed, not by a long shot. I do think that proxy pylons should be nerfed, however, to make the warp prism more of an integral part of that mechanic. For example, limit pylon placement to within 30-40 range of a Nexus. This also fixes all sorts of problems with maps like needing neutral depots to prevent pylon blocking ramps.

That's quite brilliant. You keep all the deffensive capabilities wg offer and give T and Z defenders advantage back while making the warp prism an integral part of aggressive play. Maybe allow for better gateway units in general. Makes to much sense though, not gona happen.


My mind is literally blown, that someone would actually find that a good idea. Why don't we make it impossible for Queens to move more than 40 yards away from a hatchery while we're at it?

Seeing how in recent games all it takes is Queens to get map control from T, it might not be such a bad ideea, hmmm

Just messing around, don't take it to seriously lol. Obviously WGs are an integral part of Protoss and they are not going anywhere.
Head Coach Park: "They should buff tanks!"
Noocta
Profile Joined June 2010
France12578 Posts
June 11 2012 22:26 GMT
#2675
Haven't see anyone anwser the question, even after a few people asking :

Why no amateur gameplay video from MLG ?
" I'm not gonna fight you. I'm gonna kick your ass ! "
Pobearo
Profile Joined August 2009
United States351 Posts
June 11 2012 22:27 GMT
#2676
I wish they would have showed warhounds in the battle report just a little, but I guess it doesn't really make sense to use an anti mech unit against zerg. Hopefully they have a TvP battle report next. I'm totally digging widow mines though, mines are just such a terran-ish thing.
gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
June 11 2012 22:28 GMT
#2677
how are u supposed to trade vs +2 blink stalker without fungal? i am honestly interested, cause its not always possible to get a good surround with lings in front and roaches behind them.
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ SPARKULING *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
cablesc
Profile Blog Joined August 2009
United States1540 Posts
June 11 2012 22:32 GMT
#2678
On June 12 2012 07:14 Toadvine wrote:
Can all of you "WG is too strong midgame/lategame/blablabla" dudes find yourselves a different thread for your balance whine? Nobody cares that you lose to Blink Stalkers on the ladder. We're trying to figure out a way for Protoss to function without Sentries, and removing/nerfing WG is just a necessary consequence of that.

Show nested quote +
On June 12 2012 07:06 Sapphire.lux wrote:
On June 12 2012 06:51 SmileZerg wrote:
I don't think WG should be removed, not by a long shot. I do think that proxy pylons should be nerfed, however, to make the warp prism more of an integral part of that mechanic. For example, limit pylon placement to within 30-40 range of a Nexus. This also fixes all sorts of problems with maps like needing neutral depots to prevent pylon blocking ramps.

That's quite brilliant. You keep all the deffensive capabilities wg offer and give T and Z defenders advantage back while making the warp prism an integral part of aggressive play. Maybe allow for better gateway units in general. Makes to much sense though, not gona happen.


My mind is literally blown, that someone would actually find that a good idea. Why don't we make it impossible for Queens to move more than 40 yards away from a hatchery while we're at it?


Well what about if you can place pylons wherever you want (for spotting and whatnot), but if it's too far away from a nexus it loses the warp-in ability. You can color code it to make it easy to tell whether it's in range or not. The non-warp-in pylons could be dull like an unpowered building.
Slayers Forever! Rip. :( - Not the eSports organizer, that's CableStarcraft.
Toadvine
Profile Joined November 2010
Poland2234 Posts
Last Edited: 2012-06-11 22:37:08
June 11 2012 22:34 GMT
#2679
I'm fine with removing/nerfing WG, but making it impossible to build pylons away from a Nexus would have a lot of implications for various aspects of Protoss play (literally no more Protoss cheese, impossible to use pylons for map vision and spotting, impossible to fortify an expansion before building a Nexus, no more proxy tech, and so forth). If it works for Nexi which are building, then it's easy to circumvent; if it doesn't, then it forces the Protoss to camp his army on top of a building Nexus in PvZ, or risk it being cancelled by 10 lings. And there's no reason to do this, there are much easier ways of accomplishing the same thing - for example only being able to warp stuff in close to a Nexus (or a Warp Prism). No need to screw with the basic Protoss mechanics, the depot before barracks thing was stupid enough.

Not that Blizzard will alter Warpgate in any major way, it's their valuable contribution to Protoss design. Same reason why they won't bring back BW units, they can't take the hit to their precious pride.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 11 2012 22:36 GMT
#2680
So after I suggested that Blizz should redesign Force Fields to another defensive ability (remember, the Mothership Core adds a new strong early defense for in HOTS), many people are saying that WG would also need to be removed and Gateway units buffed for it to work.

I don't see why Warp gate needs to be removed. There are other ways around it. One is to move it up the tech tree (Twilight Council, Fleet Beacon). The other is to nerf it: units warped in start with no shield and energy, and/or make the upgrade cost more so that there is a significant strategical tradeoff rather than an auto upgrade after core. That way, you get strong units out of Gateways or weaker units out of Warp gate.

The Forcefield replacement spell can also fill in for early defense, as long as it's not as annoying.

I'm very pessimistic that Blizz be so bold to try to "fix" these pain-points of .
MMA: The true King of Wings
Prev 1 132 133 134 135 136 141 Next
Please log in or register to reply.
Live Events Refresh
Patches Events
16:00
Berry Patch Open #3
RotterdaM1077
TKL 259
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1077
TKL 259
Trap 34
CosmosSc2 22
StarCraft: Brood War
Britney 18044
Calm 2406
White-Ra 120
Mini 111
actioN 110
firebathero 83
Soulkey 67
TT1 33
Hyun 30
Yoon 11
League of Legends
Doublelift31
Heroes of the Storm
Khaldor310
MindelVK8
Other Games
gofns29782
Liquid`RaSZi2393
Grubby2249
mouzStarbuck448
PiGStarcraft284
IndyStarCraft 235
KnowMe175
Mew2King57
Organizations
Other Games
gamesdonequick1254
BasetradeTV66
angryscii13
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH390
• StrangeGG 48
• Adnapsc2 12
• Reevou 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1551
• WagamamaTV377
• Shiphtur213
Upcoming Events
OSC
4h 1m
Afreeca Starleague
14h 1m
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
15h 1m
Monday Night Weeklies
20h 1m
Afreeca Starleague
1d 14h
Leta vs ggaemo
Jaedong vs Queen
GSL
1d 15h
PiGosaur Cup
2 days
Kung Fu Cup
2 days
Replay Cast
3 days
The PondCast
3 days
[ Show More ]
KCM Race Survival
3 days
Escore
4 days
IntoTheTV X SOOP
4 days
CranKy Ducklings
5 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.