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HotS MLG Info Updates - Page 57

Forum Index > SC2 General
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bucckevin
Profile Joined April 2011
858 Posts
June 09 2012 03:20 GMT
#1121
On June 09 2012 12:00 HeroMystic wrote:
Show nested quote +
On June 09 2012 11:56 Snoodles wrote:
The detonation time on mines should only be a couple seconds, at best, long enough for a pro to move them out of his ball if he's fast, but punishing if he's not. I mean, toss and zerg get storm and fungal and thermal lance and all that, and you have almost no time to react, but Terran AoE like siege and nukes, are completely avoidable and slow.


I dunno. I'm actually not sure why people are complaining that the Willow mine sucks. Granted it was a showmatch, but they burrowed so fast and guaranteeing to kill a unit instantly is a good thing.

Willow mines can also be reactored, which is a -huge- factor to take into account.




The mines put a big bullseye on their target and then takes 10 whole seconds to detonate. In the battle report, the zerg just selects the one hydra and moved him away from his army. The one time it looked good, the zerg had no units, only queens and he just put all his queens next to each other to make it look cool. The mine can be so cost ineffective when the zerg just runs his lings in and then run the targetted one by the mine out of their army. I think mines do friendly fire damage once they attach too which means they can backfire on you if the enemy runs to your mineral line.





Kaw
Profile Joined February 2011
United States73 Posts
June 09 2012 03:20 GMT
#1122
On June 09 2012 12:18 ImNightmare wrote:
Show nested quote +
On June 09 2012 12:17 Xapti wrote:
On June 09 2012 12:04 Doc Daneeka wrote:
i still think entomb and abduct are really dumb, contrived abilities. but i'm liking most of the rest of it. i especially like how they've decided to use the mothership.

You're not using "contrived" in the right way, and "dumb" is really vague.
I personally like both the abilities. Both of these abilities will make for much more active gameplay.

Entomb is kinda crazy though, but I like how it works. I like the idea, most probably it will be balanced in Beta.

I hate the idea. It is more of a macro mechanic than a form of harass. There is nothing exciting about flying into your opponents mineral line and back out once every 45 seconds. Its about as interesting as a zerg injecting larva.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
June 09 2012 03:21 GMT
#1123
On June 09 2012 12:20 ImNightmare wrote:
Show nested quote +
On June 09 2012 12:19 KrazyTrumpet wrote:
On June 09 2012 12:18 GinDo wrote:
On June 09 2012 12:09 -Exalt- wrote:
On June 09 2012 12:00 ImNightmare wrote:
On June 09 2012 11:58 eden-san wrote:
And more importantly I do agree with people complaining about SC2 morphing into a WC3 kinda game with so many abilities around in each and every unit, kinda afraid that all those changes might entirely change the actual gameplay...

Brood gave the player a whole new set of units that required him to rethink his army comps and strategies without introducing any sort of game-breaking abilities, which allowed Blizzard to ensure that even if balance was broken only slight tweaks would be required to restore it.
HotS gives us game-breaking abilities in almost every unit, the kind of abilities that can end games directly... Impossible to truly balance imo and completely stupid. It also seems to dumb down early game by giving every one ways to scare off the opponent (PF-like add-on for Nexus, burrowed swarm host means you need detection before entering Z's base, and T... Well T).

A few good changes still:
- Hydras speed is greatly appreciated and not game breaking, merely renders them finally relevant end-game.
- Ultras charge is cool without being overpowered.

- Versatile, anti-biological hellions and anti-armored warhounds will make mech T an actually viable option in every match-up imo.
- Battlecruisers being buffed always is a welcomed change, even though a little underwhelming imo. I guess they made it to escape those widow mines LOLZ :D

- I actually find tempest to be an interesting unit that will add more depth to any engagement, will make positioning even more important (core mechanics of all Starcraft games).

Now for what I think sucks:
- Mothership core doesn't add more depth to the strategy of the game, I actually think it diminishes it.
- Oracle, from the video you can see how Z was pretty much denied most mining from a base thanks to that one Oracle, and then it got that vision spell (with no possibility to dispell?), and then the cloak... Jesus.
- Tanks were already not used much vP, useless vZ end-game... What of it now? :D
- Reaper healing, lulz, that suddenly make them so much more useful eh? I feel like they could remove the factory requirement on the speed upgrade now that queen range was buffed.
- Swarm host and Vipers... Effectively making Z a slower caster race... Really Blizzard? Really?!

lol, swarm host is fucking cool man. I don't know why you think it sucks, a siege breaker unit? Zerg has been yearning for a before broodlord type of unit. I love it.


mothership is required, game design wise, for protoss to deal with mass broodlord / infestor / corrupter/ queen for certain timings in end game PvZ (when you are just maxing out, before you have the econ to switch into carriers).. at this timing you can get a vortex to essentially save you from the massive brood lord timings.. if you can not get the vortex for that you will die. the best part is, once zergs reliably split their brood lords, it will not be a simple Vortex = win, it will be a vortex = reduced enough brood damage to allow him to survive.

for people to be angry about the mothership staying, really shows a lack of game knowledge from the community or people are just ignorant.

and about TvP, I've tested it against some high master friends on the HOTS custom map (was accurate for the last version of HOTS) and mech just destroys protoss. Any protoss unit composition can easily be recked by battlehellion/warhound/ghost/viking, and you can almost always be ahead of the protoss w/ this style due to how many hellions you have that can be dropped and kill massive amounts of probes.. mech is finally good against protoss and terrans are still complaining? wuuuuut?


People are complaining because we care more about FUN, then EZ WIN. We miss the Mech style of BW with TANKS and SpiderMine VULTURES.

Right now Blizzard has given us 1a Battle Hellions and 1a Warhounds. Both of which look silly, and boring to play.

Yeah, because everyone has completely figured out how to use all the new units and abilities to their fullest potential, already.

Raven would like to talk to you.

What does that have to do with any of the posts in question talking about the new terran mech units?
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Esk23
Profile Joined July 2011
United States447 Posts
June 09 2012 03:22 GMT
#1124
I like the widow mines I think they look cool and the idea is cool but I think pros will handle them easily, they'll just spread their units or micro the ones that get the mines away from the group to avoid splash damage. They have 10 seconds to do so, plenty of time.
ImNightmare
Profile Joined May 2012
1575 Posts
June 09 2012 03:22 GMT
#1125
On June 09 2012 12:20 Kaw wrote:
Show nested quote +
On June 09 2012 12:18 ImNightmare wrote:
On June 09 2012 12:17 Xapti wrote:
On June 09 2012 12:04 Doc Daneeka wrote:
i still think entomb and abduct are really dumb, contrived abilities. but i'm liking most of the rest of it. i especially like how they've decided to use the mothership.

You're not using "contrived" in the right way, and "dumb" is really vague.
I personally like both the abilities. Both of these abilities will make for much more active gameplay.

Entomb is kinda crazy though, but I like how it works. I like the idea, most probably it will be balanced in Beta.

I hate the idea. It is more of a macro mechanic than a form of harass. There is nothing exciting about flying into your opponents mineral line and back out once every 45 seconds. Its about as interesting as a zerg injecting larva.

Well.. state of the game has talked about it before. Its more of a "pro" unit then a noob unit. Pros will love it, while noobs will hate it because it requires attention. :/
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
Last Edited: 2012-06-09 03:23:10
June 09 2012 03:22 GMT
#1126
What the... WHAT IS GOING ON HERE?!
If you wanna argue how many "units" your race has open a new god damn thread.

HotS changes SO FAR seems to favor Zerg quite heavily. I hope the balance accordingly in the upcoming BETA and we don't get a WoL situation going into release.
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
ImNightmare
Profile Joined May 2012
1575 Posts
June 09 2012 03:23 GMT
#1127
On June 09 2012 12:21 KrazyTrumpet wrote:
Show nested quote +
On June 09 2012 12:20 ImNightmare wrote:
On June 09 2012 12:19 KrazyTrumpet wrote:
On June 09 2012 12:18 GinDo wrote:
On June 09 2012 12:09 -Exalt- wrote:
On June 09 2012 12:00 ImNightmare wrote:
On June 09 2012 11:58 eden-san wrote:
And more importantly I do agree with people complaining about SC2 morphing into a WC3 kinda game with so many abilities around in each and every unit, kinda afraid that all those changes might entirely change the actual gameplay...

Brood gave the player a whole new set of units that required him to rethink his army comps and strategies without introducing any sort of game-breaking abilities, which allowed Blizzard to ensure that even if balance was broken only slight tweaks would be required to restore it.
HotS gives us game-breaking abilities in almost every unit, the kind of abilities that can end games directly... Impossible to truly balance imo and completely stupid. It also seems to dumb down early game by giving every one ways to scare off the opponent (PF-like add-on for Nexus, burrowed swarm host means you need detection before entering Z's base, and T... Well T).

A few good changes still:
- Hydras speed is greatly appreciated and not game breaking, merely renders them finally relevant end-game.
- Ultras charge is cool without being overpowered.

- Versatile, anti-biological hellions and anti-armored warhounds will make mech T an actually viable option in every match-up imo.
- Battlecruisers being buffed always is a welcomed change, even though a little underwhelming imo. I guess they made it to escape those widow mines LOLZ :D

- I actually find tempest to be an interesting unit that will add more depth to any engagement, will make positioning even more important (core mechanics of all Starcraft games).

Now for what I think sucks:
- Mothership core doesn't add more depth to the strategy of the game, I actually think it diminishes it.
- Oracle, from the video you can see how Z was pretty much denied most mining from a base thanks to that one Oracle, and then it got that vision spell (with no possibility to dispell?), and then the cloak... Jesus.
- Tanks were already not used much vP, useless vZ end-game... What of it now? :D
- Reaper healing, lulz, that suddenly make them so much more useful eh? I feel like they could remove the factory requirement on the speed upgrade now that queen range was buffed.
- Swarm host and Vipers... Effectively making Z a slower caster race... Really Blizzard? Really?!

lol, swarm host is fucking cool man. I don't know why you think it sucks, a siege breaker unit? Zerg has been yearning for a before broodlord type of unit. I love it.


mothership is required, game design wise, for protoss to deal with mass broodlord / infestor / corrupter/ queen for certain timings in end game PvZ (when you are just maxing out, before you have the econ to switch into carriers).. at this timing you can get a vortex to essentially save you from the massive brood lord timings.. if you can not get the vortex for that you will die. the best part is, once zergs reliably split their brood lords, it will not be a simple Vortex = win, it will be a vortex = reduced enough brood damage to allow him to survive.

for people to be angry about the mothership staying, really shows a lack of game knowledge from the community or people are just ignorant.

and about TvP, I've tested it against some high master friends on the HOTS custom map (was accurate for the last version of HOTS) and mech just destroys protoss. Any protoss unit composition can easily be recked by battlehellion/warhound/ghost/viking, and you can almost always be ahead of the protoss w/ this style due to how many hellions you have that can be dropped and kill massive amounts of probes.. mech is finally good against protoss and terrans are still complaining? wuuuuut?


People are complaining because we care more about FUN, then EZ WIN. We miss the Mech style of BW with TANKS and SpiderMine VULTURES.

Right now Blizzard has given us 1a Battle Hellions and 1a Warhounds. Both of which look silly, and boring to play.

Yeah, because everyone has completely figured out how to use all the new units and abilities to their fullest potential, already.

Raven would like to talk to you.

What does that have to do with any of the posts in question talking about the new terran mech units?

Same as how what does my original post which was quoted in this post was used to talk about something irrelevant.
Esk23
Profile Joined July 2011
United States447 Posts
June 09 2012 03:23 GMT
#1128
On June 09 2012 12:20 ImNightmare wrote:
Show nested quote +
On June 09 2012 12:19 KrazyTrumpet wrote:
On June 09 2012 12:18 GinDo wrote:
On June 09 2012 12:09 -Exalt- wrote:
On June 09 2012 12:00 ImNightmare wrote:
On June 09 2012 11:58 eden-san wrote:
And more importantly I do agree with people complaining about SC2 morphing into a WC3 kinda game with so many abilities around in each and every unit, kinda afraid that all those changes might entirely change the actual gameplay...

Brood gave the player a whole new set of units that required him to rethink his army comps and strategies without introducing any sort of game-breaking abilities, which allowed Blizzard to ensure that even if balance was broken only slight tweaks would be required to restore it.
HotS gives us game-breaking abilities in almost every unit, the kind of abilities that can end games directly... Impossible to truly balance imo and completely stupid. It also seems to dumb down early game by giving every one ways to scare off the opponent (PF-like add-on for Nexus, burrowed swarm host means you need detection before entering Z's base, and T... Well T).

A few good changes still:
- Hydras speed is greatly appreciated and not game breaking, merely renders them finally relevant end-game.
- Ultras charge is cool without being overpowered.

- Versatile, anti-biological hellions and anti-armored warhounds will make mech T an actually viable option in every match-up imo.
- Battlecruisers being buffed always is a welcomed change, even though a little underwhelming imo. I guess they made it to escape those widow mines LOLZ :D

- I actually find tempest to be an interesting unit that will add more depth to any engagement, will make positioning even more important (core mechanics of all Starcraft games).

Now for what I think sucks:
- Mothership core doesn't add more depth to the strategy of the game, I actually think it diminishes it.
- Oracle, from the video you can see how Z was pretty much denied most mining from a base thanks to that one Oracle, and then it got that vision spell (with no possibility to dispell?), and then the cloak... Jesus.
- Tanks were already not used much vP, useless vZ end-game... What of it now? :D
- Reaper healing, lulz, that suddenly make them so much more useful eh? I feel like they could remove the factory requirement on the speed upgrade now that queen range was buffed.
- Swarm host and Vipers... Effectively making Z a slower caster race... Really Blizzard? Really?!

lol, swarm host is fucking cool man. I don't know why you think it sucks, a siege breaker unit? Zerg has been yearning for a before broodlord type of unit. I love it.


mothership is required, game design wise, for protoss to deal with mass broodlord / infestor / corrupter/ queen for certain timings in end game PvZ (when you are just maxing out, before you have the econ to switch into carriers).. at this timing you can get a vortex to essentially save you from the massive brood lord timings.. if you can not get the vortex for that you will die. the best part is, once zergs reliably split their brood lords, it will not be a simple Vortex = win, it will be a vortex = reduced enough brood damage to allow him to survive.

for people to be angry about the mothership staying, really shows a lack of game knowledge from the community or people are just ignorant.

and about TvP, I've tested it against some high master friends on the HOTS custom map (was accurate for the last version of HOTS) and mech just destroys protoss. Any protoss unit composition can easily be recked by battlehellion/warhound/ghost/viking, and you can almost always be ahead of the protoss w/ this style due to how many hellions you have that can be dropped and kill massive amounts of probes.. mech is finally good against protoss and terrans are still complaining? wuuuuut?


People are complaining because we care more about FUN, then EZ WIN. We miss the Mech style of BW with TANKS and SpiderMine VULTURES.

Right now Blizzard has given us 1a Battle Hellions and 1a Warhounds. Both of which look silly, and boring to play.

Yeah, because everyone has completely figured out how to use all the new units and abilities to their fullest potential, already.

Raven would like to talk to you.


What good are Ravens when they get fungled to death from a mile away. Such an expensive units, takes forever to get the energy for HSM and easily counter by infestors.
Fealthas
Profile Joined May 2011
607 Posts
June 09 2012 03:24 GMT
#1129
Looks interesting, but terran seems to be worst off, except for the widow mine.
s3rp
Profile Joined May 2011
Germany3192 Posts
June 09 2012 03:24 GMT
#1130
On June 09 2012 12:20 Ballistixz wrote:
Show nested quote +
On June 09 2012 12:17 s3rp wrote:
On June 09 2012 12:15 Kaw wrote:
On June 09 2012 12:12 s3rp wrote:
On June 09 2012 12:09 ImNightmare wrote:
On June 09 2012 12:08 L0thar wrote:
On June 09 2012 12:04 ImNightmare wrote:
On June 09 2012 12:00 L0thar wrote:
On June 09 2012 11:52 ImNightmare wrote:
On June 09 2012 11:50 L0thar wrote:
[quote]

WoL's not Terran game, where the fuck that sentinent comes from? It's singleplayer is T centered, just as HotS will be Z centered. Multiplayer experience should be equally balanced and fun for all races, otherwise Blizz is failing big time.

Because it is, blizzard already said Wing's of liberty is a TERRAN'S GAME. You have the most units now. Of course you won't have 5 more units. And in case you didn't count, HoTs allows zerg to have the same amount of units as terran.


What are you talking about?
http://wiki.teamliquid.net/starcraft2/Terran_Units
http://wiki.teamliquid.net/starcraft2/Zerg_Units

Not counting specials like Mule, Changeling etc, I see 13 units on both sides. Yeah, I counted them, did you?

marine,maruder,reaper, ghost, medivac, BC, thor, hellions, raven, banshee, tank, viking. = 12
Queen, lings, baneling, roach, hydra, ultralisk, infestor, corruptor, broodlord, mutalisk= 10. You sure you counted them?


Aside from workers, you missed overlords and overseers. They are units too, you know? Not every unit can be a swiss army knife like queen or infestor.

LOL, okay, then lets count your depot as units too. Of course, only the marine can.


THose Depots sure can transport my units... Overlords count as Units fact.

Fine, Command Centers can move and transport units so they should count too.


The feared 5 SCV drop .. ( with upgrade for bunkerspace its 8 !!!!!!!!!!! )


planetary fortress.


How is that a more a unit than a Overlord ? Its a static defensive building because you can't have enough supply to defend every base you have with bunker while still having enough potential to be aggressive.
ImNightmare
Profile Joined May 2012
1575 Posts
Last Edited: 2012-06-09 03:25:05
June 09 2012 03:24 GMT
#1131
On June 09 2012 12:23 Esk23 wrote:
Show nested quote +
On June 09 2012 12:20 ImNightmare wrote:
On June 09 2012 12:19 KrazyTrumpet wrote:
On June 09 2012 12:18 GinDo wrote:
On June 09 2012 12:09 -Exalt- wrote:
On June 09 2012 12:00 ImNightmare wrote:
On June 09 2012 11:58 eden-san wrote:
And more importantly I do agree with people complaining about SC2 morphing into a WC3 kinda game with so many abilities around in each and every unit, kinda afraid that all those changes might entirely change the actual gameplay...

Brood gave the player a whole new set of units that required him to rethink his army comps and strategies without introducing any sort of game-breaking abilities, which allowed Blizzard to ensure that even if balance was broken only slight tweaks would be required to restore it.
HotS gives us game-breaking abilities in almost every unit, the kind of abilities that can end games directly... Impossible to truly balance imo and completely stupid. It also seems to dumb down early game by giving every one ways to scare off the opponent (PF-like add-on for Nexus, burrowed swarm host means you need detection before entering Z's base, and T... Well T).

A few good changes still:
- Hydras speed is greatly appreciated and not game breaking, merely renders them finally relevant end-game.
- Ultras charge is cool without being overpowered.

- Versatile, anti-biological hellions and anti-armored warhounds will make mech T an actually viable option in every match-up imo.
- Battlecruisers being buffed always is a welcomed change, even though a little underwhelming imo. I guess they made it to escape those widow mines LOLZ :D

- I actually find tempest to be an interesting unit that will add more depth to any engagement, will make positioning even more important (core mechanics of all Starcraft games).

Now for what I think sucks:
- Mothership core doesn't add more depth to the strategy of the game, I actually think it diminishes it.
- Oracle, from the video you can see how Z was pretty much denied most mining from a base thanks to that one Oracle, and then it got that vision spell (with no possibility to dispell?), and then the cloak... Jesus.
- Tanks were already not used much vP, useless vZ end-game... What of it now? :D
- Reaper healing, lulz, that suddenly make them so much more useful eh? I feel like they could remove the factory requirement on the speed upgrade now that queen range was buffed.
- Swarm host and Vipers... Effectively making Z a slower caster race... Really Blizzard? Really?!

lol, swarm host is fucking cool man. I don't know why you think it sucks, a siege breaker unit? Zerg has been yearning for a before broodlord type of unit. I love it.


mothership is required, game design wise, for protoss to deal with mass broodlord / infestor / corrupter/ queen for certain timings in end game PvZ (when you are just maxing out, before you have the econ to switch into carriers).. at this timing you can get a vortex to essentially save you from the massive brood lord timings.. if you can not get the vortex for that you will die. the best part is, once zergs reliably split their brood lords, it will not be a simple Vortex = win, it will be a vortex = reduced enough brood damage to allow him to survive.

for people to be angry about the mothership staying, really shows a lack of game knowledge from the community or people are just ignorant.

and about TvP, I've tested it against some high master friends on the HOTS custom map (was accurate for the last version of HOTS) and mech just destroys protoss. Any protoss unit composition can easily be recked by battlehellion/warhound/ghost/viking, and you can almost always be ahead of the protoss w/ this style due to how many hellions you have that can be dropped and kill massive amounts of probes.. mech is finally good against protoss and terrans are still complaining? wuuuuut?


People are complaining because we care more about FUN, then EZ WIN. We miss the Mech style of BW with TANKS and SpiderMine VULTURES.

Right now Blizzard has given us 1a Battle Hellions and 1a Warhounds. Both of which look silly, and boring to play.

Yeah, because everyone has completely figured out how to use all the new units and abilities to their fullest potential, already.

Raven would like to talk to you.


What good are Ravens when they get fungled to death from a mile away. Such an expensive units, takes forever to get the energy for HSM and easily counter by infestors.

So a zerg should spend 4 fungals on a raven rather then the bio force of a terran? I would say that's a good trade.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-06-09 03:25:14
June 09 2012 03:25 GMT
#1132
Reapers also have 60 HP, which is great for both the early game and adding Reapers to a Terran late-game Bio composition as a gas dump in TvZ and TvP.
This is my signature. There are many like it, but this one is mine.
Kaw
Profile Joined February 2011
United States73 Posts
June 09 2012 03:25 GMT
#1133
On June 09 2012 12:22 ImNightmare wrote:
Show nested quote +
On June 09 2012 12:20 Kaw wrote:
On June 09 2012 12:18 ImNightmare wrote:
On June 09 2012 12:17 Xapti wrote:
On June 09 2012 12:04 Doc Daneeka wrote:
i still think entomb and abduct are really dumb, contrived abilities. but i'm liking most of the rest of it. i especially like how they've decided to use the mothership.

You're not using "contrived" in the right way, and "dumb" is really vague.
I personally like both the abilities. Both of these abilities will make for much more active gameplay.

Entomb is kinda crazy though, but I like how it works. I like the idea, most probably it will be balanced in Beta.

I hate the idea. It is more of a macro mechanic than a form of harass. There is nothing exciting about flying into your opponents mineral line and back out once every 45 seconds. Its about as interesting as a zerg injecting larva.

Well.. state of the game has talked about it before. Its more of a "pro" unit then a noob unit. Pros will love it, while noobs will hate it because it requires attention. :/

I'm not complaining that it is going to be difficult. I am complaining that there will be nothing interesting or skillful about using it. If you have the energy to cast entomb, then you fly into his mineral line and cast it. There is no decision to be made or strategy to be used. It is as difficult and as interesting as inject larva.
Plethora
Profile Joined July 2007
United States206 Posts
June 09 2012 03:25 GMT
#1134
So as a terran player, heres my thing. When I'm playing against zerg, and the game is going along things happen, blah blah, then I see broodlords. Most of the time its "oh shit, gotta do something about that". There's just that little bit of fear, even if I'm ahead, even if I am successfully able to deal with them, its just kind of an intimidating unit.

Toss is a bit different in that its the deathball itself that's scary, but still, its there. There are times where, playing against a protoss I can be on even footing or even slightly ahead, and I scan and I see that army and just kinda groan because I know its gonna be incredibly hard to deal with. Don't get me wrong, I'm not claiming its impossible, its just that slight fear that I think is ultimately good for the game.

What does terran have? What can I shoot for late game that's going to inspire that fear in my opponent. What do I get to cement a lead when I have one in the late game? All I see them doing with Terran in HotS is fiddling around with the early and midgame. I'm not saying there aren't some good things in there, but they aren't addressing the real issue with T, which is a lack of any real lategame options. I mean, maybe they are really going to try to make BCs a consistent factor in competative play. If so, then great, I'll take it, but I feel like its gonna need more than a casted short term speed boost for that to happen...
... Still like Brood War better... lol
ImNightmare
Profile Joined May 2012
1575 Posts
Last Edited: 2012-06-09 03:26:00
June 09 2012 03:25 GMT
#1135
On June 09 2012 12:24 s3rp wrote:
Show nested quote +
On June 09 2012 12:20 Ballistixz wrote:
On June 09 2012 12:17 s3rp wrote:
On June 09 2012 12:15 Kaw wrote:
On June 09 2012 12:12 s3rp wrote:
On June 09 2012 12:09 ImNightmare wrote:
On June 09 2012 12:08 L0thar wrote:
On June 09 2012 12:04 ImNightmare wrote:
On June 09 2012 12:00 L0thar wrote:
On June 09 2012 11:52 ImNightmare wrote:
[quote]
Because it is, blizzard already said Wing's of liberty is a TERRAN'S GAME. You have the most units now. Of course you won't have 5 more units. And in case you didn't count, HoTs allows zerg to have the same amount of units as terran.


What are you talking about?
http://wiki.teamliquid.net/starcraft2/Terran_Units
http://wiki.teamliquid.net/starcraft2/Zerg_Units

Not counting specials like Mule, Changeling etc, I see 13 units on both sides. Yeah, I counted them, did you?

marine,maruder,reaper, ghost, medivac, BC, thor, hellions, raven, banshee, tank, viking. = 12
Queen, lings, baneling, roach, hydra, ultralisk, infestor, corruptor, broodlord, mutalisk= 10. You sure you counted them?


Aside from workers, you missed overlords and overseers. They are units too, you know? Not every unit can be a swiss army knife like queen or infestor.

LOL, okay, then lets count your depot as units too. Of course, only the marine can.


THose Depots sure can transport my units... Overlords count as Units fact.

Fine, Command Centers can move and transport units so they should count too.


The feared 5 SCV drop .. ( with upgrade for bunkerspace its 8 !!!!!!!!!!! )


planetary fortress.


How is that a more a unit than a Overlord ? Its a static defensive building because you can't have enough supply to defend every base you have with bunker while still having enough potential to be aggressive.

lol, I love your posts man. They are always unintentionally funny
Ballistixz
Profile Joined January 2010
United States1269 Posts
June 09 2012 03:26 GMT
#1136
On June 09 2012 12:23 Esk23 wrote:
Show nested quote +
On June 09 2012 12:20 ImNightmare wrote:
On June 09 2012 12:19 KrazyTrumpet wrote:
On June 09 2012 12:18 GinDo wrote:
On June 09 2012 12:09 -Exalt- wrote:
On June 09 2012 12:00 ImNightmare wrote:
On June 09 2012 11:58 eden-san wrote:
And more importantly I do agree with people complaining about SC2 morphing into a WC3 kinda game with so many abilities around in each and every unit, kinda afraid that all those changes might entirely change the actual gameplay...

Brood gave the player a whole new set of units that required him to rethink his army comps and strategies without introducing any sort of game-breaking abilities, which allowed Blizzard to ensure that even if balance was broken only slight tweaks would be required to restore it.
HotS gives us game-breaking abilities in almost every unit, the kind of abilities that can end games directly... Impossible to truly balance imo and completely stupid. It also seems to dumb down early game by giving every one ways to scare off the opponent (PF-like add-on for Nexus, burrowed swarm host means you need detection before entering Z's base, and T... Well T).

A few good changes still:
- Hydras speed is greatly appreciated and not game breaking, merely renders them finally relevant end-game.
- Ultras charge is cool without being overpowered.

- Versatile, anti-biological hellions and anti-armored warhounds will make mech T an actually viable option in every match-up imo.
- Battlecruisers being buffed always is a welcomed change, even though a little underwhelming imo. I guess they made it to escape those widow mines LOLZ :D

- I actually find tempest to be an interesting unit that will add more depth to any engagement, will make positioning even more important (core mechanics of all Starcraft games).

Now for what I think sucks:
- Mothership core doesn't add more depth to the strategy of the game, I actually think it diminishes it.
- Oracle, from the video you can see how Z was pretty much denied most mining from a base thanks to that one Oracle, and then it got that vision spell (with no possibility to dispell?), and then the cloak... Jesus.
- Tanks were already not used much vP, useless vZ end-game... What of it now? :D
- Reaper healing, lulz, that suddenly make them so much more useful eh? I feel like they could remove the factory requirement on the speed upgrade now that queen range was buffed.
- Swarm host and Vipers... Effectively making Z a slower caster race... Really Blizzard? Really?!

lol, swarm host is fucking cool man. I don't know why you think it sucks, a siege breaker unit? Zerg has been yearning for a before broodlord type of unit. I love it.


mothership is required, game design wise, for protoss to deal with mass broodlord / infestor / corrupter/ queen for certain timings in end game PvZ (when you are just maxing out, before you have the econ to switch into carriers).. at this timing you can get a vortex to essentially save you from the massive brood lord timings.. if you can not get the vortex for that you will die. the best part is, once zergs reliably split their brood lords, it will not be a simple Vortex = win, it will be a vortex = reduced enough brood damage to allow him to survive.

for people to be angry about the mothership staying, really shows a lack of game knowledge from the community or people are just ignorant.

and about TvP, I've tested it against some high master friends on the HOTS custom map (was accurate for the last version of HOTS) and mech just destroys protoss. Any protoss unit composition can easily be recked by battlehellion/warhound/ghost/viking, and you can almost always be ahead of the protoss w/ this style due to how many hellions you have that can be dropped and kill massive amounts of probes.. mech is finally good against protoss and terrans are still complaining? wuuuuut?


People are complaining because we care more about FUN, then EZ WIN. We miss the Mech style of BW with TANKS and SpiderMine VULTURES.

Right now Blizzard has given us 1a Battle Hellions and 1a Warhounds. Both of which look silly, and boring to play.

Yeah, because everyone has completely figured out how to use all the new units and abilities to their fullest potential, already.

Raven would like to talk to you.


What good are Ravens when they get fungled to death from a mile away. Such an expensive units, takes forever to get the energy for HSM and easily counter by infestors.


fungaled to death eh? people still dont realize what EMP and snipe does to infestors? so glad so many terrans dont realize how good ghost are as a anti infestor unit. either that or they just dont know how to micro them properly.
CtrlShiftAltGrrrrrrr
Profile Joined June 2012
544 Posts
June 09 2012 03:26 GMT
#1137
Well in theory mech should be a bit better vs protoss so thats good, but it looks like with stuff like early game recall bio is getting a sick nerf, slow reapers vs stalkers.. thx for bio..
But the scary thing is tvz. like they know hive tech zerg with good econ is already too strong vs terran, why the hell arent they improving terran lategame options ? theyre buffing hive tech in a ton of way, nerfing terran standard marinetanks based army with viper, but not giving any compensation ? do i miss something here or are they actually doing that ? they must have thought of it right ?
awaiting the return of the space cowboy
Solo Terran
Profile Joined November 2011
367 Posts
June 09 2012 03:26 GMT
#1138
I'm not the biggest fan of the new Terran units, the battle hellion, widow mine and reaper regen look pretty decent. The warhound just sounds gimmicky and the battle cruiser speed upgrade has yet to be seen but with Hydras/Vipers/Infestors it seems like all late game Terran air is null and void.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
June 09 2012 03:26 GMT
#1139
On June 09 2012 12:25 Fencer710 wrote:
Reapers also have 60 HP, which is great for both the early game and adding Reapers to a Terran late-game Bio composition as a gas dump in TvZ and TvP.


it needs to have a faster build time to be truly viable though imo
ntssauce
Profile Joined February 2011
Germany750 Posts
June 09 2012 03:26 GMT
#1140
WHY IS TERRAN FORCED INTO MECH !? + that mech doesn't work!

Why aren't there new BIO options!? mech so boring.
MMA and Alive you are the best! | Goodbye ST_Sound ~
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