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Call To Action: Balance Testing TvZ. - Page 76

Forum Index > SC2 General
1619 CommentsPost a Reply
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Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
August 18 2012 19:01 GMT
#1501
On August 19 2012 01:03 Grumbels wrote:
Show nested quote +
On August 18 2012 06:19 Zergrusher wrote:
On August 18 2012 06:16 Qikz wrote:
Infact, you know what? Making the Seeker Missile range actually makes sense.

Right now it makes you feel like you have to be so close to the units that the whole seeker missile thing doesn't really work out. You have to be right on top of things to cast and usually people don't have a chance to even react to get away from it. :S



agreed

if you look at the ravens spell cast ranges its honestly pathetic

Two points: a long range seeker missile allows you to trade energy for resources, mass ravens are already almost impossible to beat in late-game in vZ/T and a buff would just be the ghost's snipe version 2.0. A lower range balances this, but works against the intent of the ability which is to have the opponent run away and split his units. Which might just mean that the ability doesn't really fit this game very well.

Set missle speed to 5-(distance to target*.5) and you can easily give HSM a range of 9. Because if fired at max range, you easily have 4 seconds before the seeker missle picks up so much speed that you cannot outrun it.

Problem solved.
Thylacine
Profile Joined August 2011
Sweden882 Posts
August 18 2012 19:08 GMT
#1502
On August 19 2012 04:01 Thrombozyt wrote:
Show nested quote +
On August 19 2012 01:03 Grumbels wrote:
On August 18 2012 06:19 Zergrusher wrote:
On August 18 2012 06:16 Qikz wrote:
Infact, you know what? Making the Seeker Missile range actually makes sense.

Right now it makes you feel like you have to be so close to the units that the whole seeker missile thing doesn't really work out. You have to be right on top of things to cast and usually people don't have a chance to even react to get away from it. :S



agreed

if you look at the ravens spell cast ranges its honestly pathetic

Two points: a long range seeker missile allows you to trade energy for resources, mass ravens are already almost impossible to beat in late-game in vZ/T and a buff would just be the ghost's snipe version 2.0. A lower range balances this, but works against the intent of the ability which is to have the opponent run away and split his units. Which might just mean that the ability doesn't really fit this game very well.

Set missle speed to 5-(distance to target*.5) and you can easily give HSM a range of 9. Because if fired at max range, you easily have 4 seconds before the seeker missle picks up so much speed that you cannot outrun it.

Problem solved.


Cool idea. I like it. It will be like an air siege missile that must be avoided.
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
zmansman17
Profile Joined March 2011
United States2567 Posts
August 18 2012 19:09 GMT
#1503
On August 19 2012 03:17 Wombat_NI wrote:
Show nested quote +
On August 19 2012 00:00 zmansman17 wrote:
On August 18 2012 06:52 BeyondCtrL wrote:
On August 18 2012 04:29 aksfjh wrote:
On August 18 2012 04:21 BeyondCtrL wrote:
On August 18 2012 03:05 Chaggi wrote:
On August 18 2012 02:51 westgun wrote:
On August 18 2012 02:18 kaokentake wrote:
heres my balance idea


giving ravens increased speed is a fine idea, however

the mechanics required to move across the map against zerg while splitting your army DURING the moveout is insane. keeping your army from clumping is insane.


Give all units a scatter command. when pressed it causes all units to scatter away from nearby friendly units for 1 second. Spamming the scatter command can allow for quick spreads of units for much easier time moving across the map in a spread formation.

A scatter command would heavily nerf fungal growth without needing to touch its stats at all




Why not just get this:


With that logic the game would get rid of alot of the micro that people have to do nowadays. Just hit the scatter button and marines split themselves against banelings, MMM gets out of the aoe range of collosus, lings can avoid the aoe of tanks, storms hit only a few units at once, etc. Adding a scatter button would be basically the same thing as adding a micro bot like this.

And to those who argued earlier that terran was fine at the highest skill level and used Taeja as their example, I tell you, terran is imba at the highest skill level. Just look at the micro of that bot, way over 3000 apm! I say nerf terran to hell!
/endsarcasm

Do you see the flaw in your rguments? If you force every terran to have micro like this bot or the comparatively "easy" micro that taeja does, you can just more or less remove terran from the game because nobody will ever reach that skill level. So a buff to terran or nerf to other races has to either affect ALL skill levels or all skill levels up to taeja's for the changes to have any significance to the matchup. But what changes can be made to prevent the matchup from being imbalanced at any level and to stop all of these people from whining when the matchup is being fixed?


I'd rather just make other races harder with a higher skill cap. Terran micro can be mindlessly easy sometimes but it's always necessary. I just don't see why other races can't have similar mechanics.


I think Protoss have a lot of good micro potential that are not being used. Mostly because they might be way too intensive.

For example, unlike Terran armies which are very homogeneous in this respect, Protoss balls are a mix of different range and speed units. When attacking or defending Protoss probably has the biggest burden of correct positioning, something which always messes up whenever you move. Always keeping zealots in front sentries slightly behind (also positioning sentries more efficiently so as you cover more of your army with GS) and flanking with them stalkers. Making sure your HT are split and not too far behind.

Most games you will never see that constant level of attention because it can become way too taxing. But as time goes on I think Protoss players will eventually start making these micro changes to be even more effective. Also a lot of people underestimate the skill and accuracy needed to place efficient FFs, since, unlike fungals, FFs can work against a Protoss if you're not careful.

Dunno, it just feels like people only consider the marine splitting for banelings and nothing else when it comes to intensive micro. I know at Diamond level marine splitting is really important for terrans bcs banelings/fungal/storm are stupidly powerful when you can't micro well, but when you consider play at the highest level I think Protoss positioning and micro are severely underrated (especially in terms of potential micro).

Protoss doesn't need to do any of that and they can win 90% of the time. The only time control comes into play as protoss is when the other player is either a) coming at you with ~equal forces or b) coming at you with stronger forces. Terran CONSTANTLY has to micro due to the fragility of their units compared to the other races, even in situations where they're ahead. As Terran, there is rare a "macro" win where, regardless of the units being thrown away, theA+move and macro of the Terran is overwhelming. It's always using those few units with good macro and micro that wins games, ALWAYS.


Yes and if Terrans, like TaeJa, switch to Protoss they will never lose a game ever again. People need to get a grip on reality. Terran micro can be intense, especially vs. Z on creep, but it's not magnitudes of order better.

I agree that Terrans have a problem with Zergs in certain situations based on balance, but it's not this crazy imbalance which all these plat/dia Terrans think it is.


Actually, if Taeja did play Protoss or Zerg for that matter, he might just break the balance of this game ^_^

Not really, Taeja is just mechanically solid, with great fundamentals and control. He wouldn't be able to use these natural attributes to his advantage with the other non-Terran races


Of course he would. Just take the post that was made earlier about Archons doing 30% damage if people only shift clicked. This is just one example of an improvement that could be made by a more adroit player.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
August 18 2012 19:15 GMT
#1504
Broodlings are too good against tanks. Watching Vortix vs Supernova and other Terrans, today, I saw a tech switch of broods cause tanks to friendlyfire their own units to death. This allowed him to turn the game around from some really big deficits.

It's not a new, unknown fact, but I think it goes unnoticed and underrated. If we could have tanks that didn't do splash damage (or maybe less of it), then broodlings would be less of a threat and infestors would be zoned out with targetfire, allowing vikings to push back broodlords. It would still require skill, ie, not a-move.

It would be a buff for mech in all matchups (which we sorely need)
and it would be a nerf to infestors in TvZ.

I wish Blizzard would try it out on their balance maps one day. Maybe as an upgrade?

emc
Profile Joined September 2010
United States3088 Posts
August 18 2012 19:27 GMT
#1505
On August 19 2012 04:15 plogamer wrote:
Broodlings are too good against tanks. Watching Vortix vs Supernova and other Terrans, today, I saw a tech switch of broods cause tanks to friendlyfire their own units to death. This allowed him to turn the game around from some really big deficits.

It's not a new, unknown fact, but I think it goes unnoticed and underrated. If we could have tanks that didn't do splash damage (or maybe less of it), then broodlings would be less of a threat and infestors would be zoned out with targetfire, allowing vikings to push back broodlords. It would still require skill, ie, not a-move.

It would be a buff for mech in all matchups (which we sorely need)
and it would be a nerf to infestors in TvZ.

I wish Blizzard would try it out on their balance maps one day. Maybe as an upgrade?



you make me giggle
WombaT
Profile Blog Joined May 2010
Northern Ireland26505 Posts
August 18 2012 20:32 GMT
#1506
On August 19 2012 03:35 convention wrote:
Show nested quote +
On August 19 2012 03:17 Wombat_NI wrote:
On August 19 2012 00:00 zmansman17 wrote:
On August 18 2012 06:52 BeyondCtrL wrote:
On August 18 2012 04:29 aksfjh wrote:
On August 18 2012 04:21 BeyondCtrL wrote:
On August 18 2012 03:05 Chaggi wrote:
On August 18 2012 02:51 westgun wrote:
On August 18 2012 02:18 kaokentake wrote:
heres my balance idea


giving ravens increased speed is a fine idea, however

the mechanics required to move across the map against zerg while splitting your army DURING the moveout is insane. keeping your army from clumping is insane.


Give all units a scatter command. when pressed it causes all units to scatter away from nearby friendly units for 1 second. Spamming the scatter command can allow for quick spreads of units for much easier time moving across the map in a spread formation.

A scatter command would heavily nerf fungal growth without needing to touch its stats at all




Why not just get this:
http://www.youtube.com/watch?v=_PoXlcTCaI8

With that logic the game would get rid of alot of the micro that people have to do nowadays. Just hit the scatter button and marines split themselves against banelings, MMM gets out of the aoe range of collosus, lings can avoid the aoe of tanks, storms hit only a few units at once, etc. Adding a scatter button would be basically the same thing as adding a micro bot like this.

And to those who argued earlier that terran was fine at the highest skill level and used Taeja as their example, I tell you, terran is imba at the highest skill level. Just look at the micro of that bot, way over 3000 apm! I say nerf terran to hell!
/endsarcasm

Do you see the flaw in your rguments? If you force every terran to have micro like this bot or the comparatively "easy" micro that taeja does, you can just more or less remove terran from the game because nobody will ever reach that skill level. So a buff to terran or nerf to other races has to either affect ALL skill levels or all skill levels up to taeja's for the changes to have any significance to the matchup. But what changes can be made to prevent the matchup from being imbalanced at any level and to stop all of these people from whining when the matchup is being fixed?


I'd rather just make other races harder with a higher skill cap. Terran micro can be mindlessly easy sometimes but it's always necessary. I just don't see why other races can't have similar mechanics.


I think Protoss have a lot of good micro potential that are not being used. Mostly because they might be way too intensive.

For example, unlike Terran armies which are very homogeneous in this respect, Protoss balls are a mix of different range and speed units. When attacking or defending Protoss probably has the biggest burden of correct positioning, something which always messes up whenever you move. Always keeping zealots in front sentries slightly behind (also positioning sentries more efficiently so as you cover more of your army with GS) and flanking with them stalkers. Making sure your HT are split and not too far behind.

Most games you will never see that constant level of attention because it can become way too taxing. But as time goes on I think Protoss players will eventually start making these micro changes to be even more effective. Also a lot of people underestimate the skill and accuracy needed to place efficient FFs, since, unlike fungals, FFs can work against a Protoss if you're not careful.

Dunno, it just feels like people only consider the marine splitting for banelings and nothing else when it comes to intensive micro. I know at Diamond level marine splitting is really important for terrans bcs banelings/fungal/storm are stupidly powerful when you can't micro well, but when you consider play at the highest level I think Protoss positioning and micro are severely underrated (especially in terms of potential micro).

Protoss doesn't need to do any of that and they can win 90% of the time. The only time control comes into play as protoss is when the other player is either a) coming at you with ~equal forces or b) coming at you with stronger forces. Terran CONSTANTLY has to micro due to the fragility of their units compared to the other races, even in situations where they're ahead. As Terran, there is rare a "macro" win where, regardless of the units being thrown away, theA+move and macro of the Terran is overwhelming. It's always using those few units with good macro and micro that wins games, ALWAYS.


Yes and if Terrans, like TaeJa, switch to Protoss they will never lose a game ever again. People need to get a grip on reality. Terran micro can be intense, especially vs. Z on creep, but it's not magnitudes of order better.

I agree that Terrans have a problem with Zergs in certain situations based on balance, but it's not this crazy imbalance which all these plat/dia Terrans think it is.


Actually, if Taeja did play Protoss or Zerg for that matter, he might just break the balance of this game ^_^

Not really, Taeja is just mechanically solid, with great fundamentals and control. He wouldn't be able to use these natural attributes to his advantage with the other non-Terran races

Actually, regardless of which race Taeja plays, he will be a very solid player. He will be good completely regardless of race. He will be able to use those same fundamentals to elevate any race to appear broken, just like he is doing with terran.

He'd be solid regardless of his, but you can't take his attributes that make him great (especially his control) and say they're going to benefit him as much with the other races.

MC has sick fundamentals but you don't see these in evidence as much because of how Protoss functions and people label him a timing attack one-trick pony
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
BeyondCtrL
Profile Joined March 2010
Sweden642 Posts
August 18 2012 22:35 GMT
#1507

I think everyone can agree that Zergs are having their "dominant" period. Is this a matter of balance or metagame/psychology? Honestly it's so hard to determine, thus, as it is, you can't make overly sweeping comments. Even though the Infestor feels really powerful you gotta appreciate the Zerg POV and what they struggle with. It's true that Infestors are good against everything but simultaneously Infestors are so crucial to the Zerg composition it's hard to make a clear decision on how to deal with such a situation.

Yes the Infestor is effictive against everything but what unit can, currently, fill in some of its roles? Hydra? Please. Regardless of what the situation appears to be right now there is no way you can nerf the Infestor without substantial buffs to another unit to effectively replace its functionality.

As I have said earlier, if you nerf fungal's efficacy against air you need to buff Hydras. If Infestors recieve a nerf a buff has to be implemented so as that the overall effect is neither a buff or a nerf to Zergs. Race balance is so close right now that even the smallest change can affect the entire game; which not only affects the objective balance but the psychology of players.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
August 19 2012 01:59 GMT
#1508
On August 19 2012 04:27 emc wrote:
Show nested quote +
On August 19 2012 04:15 plogamer wrote:
Broodlings are too good against tanks. Watching Vortix vs Supernova and other Terrans, today, I saw a tech switch of broods cause tanks to friendlyfire their own units to death. This allowed him to turn the game around from some really big deficits.

It's not a new, unknown fact, but I think it goes unnoticed and underrated. If we could have tanks that didn't do splash damage (or maybe less of it), then broodlings would be less of a threat and infestors would be zoned out with targetfire, allowing vikings to push back broodlords. It would still require skill, ie, not a-move.

It would be a buff for mech in all matchups (which we sorely need)
and it would be a nerf to infestors in TvZ.

I wish Blizzard would try it out on their balance maps one day. Maybe as an upgrade?



you make me giggle


Can your biased zerg brain even consider the possibility of not making broodlords an automatic mind-control on seige tanks?
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
August 19 2012 02:47 GMT
#1509
On August 19 2012 10:59 plogamer wrote:
Show nested quote +
On August 19 2012 04:27 emc wrote:
On August 19 2012 04:15 plogamer wrote:
Broodlings are too good against tanks. Watching Vortix vs Supernova and other Terrans, today, I saw a tech switch of broods cause tanks to friendlyfire their own units to death. This allowed him to turn the game around from some really big deficits.

It's not a new, unknown fact, but I think it goes unnoticed and underrated. If we could have tanks that didn't do splash damage (or maybe less of it), then broodlings would be less of a threat and infestors would be zoned out with targetfire, allowing vikings to push back broodlords. It would still require skill, ie, not a-move.

It would be a buff for mech in all matchups (which we sorely need)
and it would be a nerf to infestors in TvZ.

I wish Blizzard would try it out on their balance maps one day. Maybe as an upgrade?



you make me giggle


Can your biased zerg brain even consider the possibility of not making broodlords an automatic mind-control on seige tanks?

I thought you were a Zerg trying to troll Terran.

Apparently you seriously think that Siege Tanks without splash damage is a good idea against Zerg.
Average means I'm better than half of you.
Danzo
Profile Joined March 2011
2820 Posts
August 19 2012 03:07 GMT
#1510
On August 19 2012 10:59 plogamer wrote:
Show nested quote +
On August 19 2012 04:27 emc wrote:
On August 19 2012 04:15 plogamer wrote:
Broodlings are too good against tanks. Watching Vortix vs Supernova and other Terrans, today, I saw a tech switch of broods cause tanks to friendlyfire their own units to death. This allowed him to turn the game around from some really big deficits.

It's not a new, unknown fact, but I think it goes unnoticed and underrated. If we could have tanks that didn't do splash damage (or maybe less of it), then broodlings would be less of a threat and infestors would be zoned out with targetfire, allowing vikings to push back broodlords. It would still require skill, ie, not a-move.

It would be a buff for mech in all matchups (which we sorely need)
and it would be a nerf to infestors in TvZ.

I wish Blizzard would try it out on their balance maps one day. Maybe as an upgrade?



you make me giggle


Can your biased zerg brain even consider the possibility of not making broodlords an automatic mind-control on seige tanks?


Wait Tanks that don't do splash or less splash? Then what's the point of having siege tank as a unit....
Getting too old for this..
convention
Profile Joined October 2011
United States622 Posts
August 19 2012 03:12 GMT
#1511
On August 19 2012 05:32 Wombat_NI wrote:
Show nested quote +
On August 19 2012 03:35 convention wrote:
On August 19 2012 03:17 Wombat_NI wrote:
On August 19 2012 00:00 zmansman17 wrote:
On August 18 2012 06:52 BeyondCtrL wrote:
On August 18 2012 04:29 aksfjh wrote:
On August 18 2012 04:21 BeyondCtrL wrote:
On August 18 2012 03:05 Chaggi wrote:
On August 18 2012 02:51 westgun wrote:
On August 18 2012 02:18 kaokentake wrote:
heres my balance idea


giving ravens increased speed is a fine idea, however

the mechanics required to move across the map against zerg while splitting your army DURING the moveout is insane. keeping your army from clumping is insane.


Give all units a scatter command. when pressed it causes all units to scatter away from nearby friendly units for 1 second. Spamming the scatter command can allow for quick spreads of units for much easier time moving across the map in a spread formation.

A scatter command would heavily nerf fungal growth without needing to touch its stats at all




Why not just get this:
http://www.youtube.com/watch?v=_PoXlcTCaI8

With that logic the game would get rid of alot of the micro that people have to do nowadays. Just hit the scatter button and marines split themselves against banelings, MMM gets out of the aoe range of collosus, lings can avoid the aoe of tanks, storms hit only a few units at once, etc. Adding a scatter button would be basically the same thing as adding a micro bot like this.

And to those who argued earlier that terran was fine at the highest skill level and used Taeja as their example, I tell you, terran is imba at the highest skill level. Just look at the micro of that bot, way over 3000 apm! I say nerf terran to hell!
/endsarcasm

Do you see the flaw in your rguments? If you force every terran to have micro like this bot or the comparatively "easy" micro that taeja does, you can just more or less remove terran from the game because nobody will ever reach that skill level. So a buff to terran or nerf to other races has to either affect ALL skill levels or all skill levels up to taeja's for the changes to have any significance to the matchup. But what changes can be made to prevent the matchup from being imbalanced at any level and to stop all of these people from whining when the matchup is being fixed?


I'd rather just make other races harder with a higher skill cap. Terran micro can be mindlessly easy sometimes but it's always necessary. I just don't see why other races can't have similar mechanics.


I think Protoss have a lot of good micro potential that are not being used. Mostly because they might be way too intensive.

For example, unlike Terran armies which are very homogeneous in this respect, Protoss balls are a mix of different range and speed units. When attacking or defending Protoss probably has the biggest burden of correct positioning, something which always messes up whenever you move. Always keeping zealots in front sentries slightly behind (also positioning sentries more efficiently so as you cover more of your army with GS) and flanking with them stalkers. Making sure your HT are split and not too far behind.

Most games you will never see that constant level of attention because it can become way too taxing. But as time goes on I think Protoss players will eventually start making these micro changes to be even more effective. Also a lot of people underestimate the skill and accuracy needed to place efficient FFs, since, unlike fungals, FFs can work against a Protoss if you're not careful.

Dunno, it just feels like people only consider the marine splitting for banelings and nothing else when it comes to intensive micro. I know at Diamond level marine splitting is really important for terrans bcs banelings/fungal/storm are stupidly powerful when you can't micro well, but when you consider play at the highest level I think Protoss positioning and micro are severely underrated (especially in terms of potential micro).

Protoss doesn't need to do any of that and they can win 90% of the time. The only time control comes into play as protoss is when the other player is either a) coming at you with ~equal forces or b) coming at you with stronger forces. Terran CONSTANTLY has to micro due to the fragility of their units compared to the other races, even in situations where they're ahead. As Terran, there is rare a "macro" win where, regardless of the units being thrown away, theA+move and macro of the Terran is overwhelming. It's always using those few units with good macro and micro that wins games, ALWAYS.


Yes and if Terrans, like TaeJa, switch to Protoss they will never lose a game ever again. People need to get a grip on reality. Terran micro can be intense, especially vs. Z on creep, but it's not magnitudes of order better.

I agree that Terrans have a problem with Zergs in certain situations based on balance, but it's not this crazy imbalance which all these plat/dia Terrans think it is.


Actually, if Taeja did play Protoss or Zerg for that matter, he might just break the balance of this game ^_^

Not really, Taeja is just mechanically solid, with great fundamentals and control. He wouldn't be able to use these natural attributes to his advantage with the other non-Terran races

Actually, regardless of which race Taeja plays, he will be a very solid player. He will be good completely regardless of race. He will be able to use those same fundamentals to elevate any race to appear broken, just like he is doing with terran.

He'd be solid regardless of his, but you can't take his attributes that make him great (especially his control) and say they're going to benefit him as much with the other races.

MC has sick fundamentals but you don't see these in evidence as much because of how Protoss functions and people label him a timing attack one-trick pony

Look at PartinG, who has the best army control of all protoss players (at least against terran). He wins games entirely because of his army control. HerO should also be considered in that category as well (I can't remember the exact game, but it was on antiga shipyard, where he had a 55 kill immortal and 30 kill immortal against zerg).
Dalavita
Profile Joined August 2010
Sweden1113 Posts
August 19 2012 04:11 GMT
#1512
Tanks shooting brood lings is the single reason you can even go infestors against terran in the lategame compositions. If tanks didn't auto shoot broodlings, infestor broodlord would be a non-issue for any terran player as vikings would kill off brood lords and any infestor coming in range would auto blow up.
Seam
Profile Blog Joined April 2010
United States1093 Posts
Last Edited: 2012-08-19 05:42:52
August 19 2012 05:42 GMT
#1513
On August 19 2012 12:07 Danzo wrote:
Show nested quote +
On August 19 2012 10:59 plogamer wrote:
On August 19 2012 04:27 emc wrote:
On August 19 2012 04:15 plogamer wrote:
Broodlings are too good against tanks. Watching Vortix vs Supernova and other Terrans, today, I saw a tech switch of broods cause tanks to friendlyfire their own units to death. This allowed him to turn the game around from some really big deficits.

It's not a new, unknown fact, but I think it goes unnoticed and underrated. If we could have tanks that didn't do splash damage (or maybe less of it), then broodlings would be less of a threat and infestors would be zoned out with targetfire, allowing vikings to push back broodlords. It would still require skill, ie, not a-move.

It would be a buff for mech in all matchups (which we sorely need)
and it would be a nerf to infestors in TvZ.

I wish Blizzard would try it out on their balance maps one day. Maybe as an upgrade?



you make me giggle


Can your biased zerg brain even consider the possibility of not making broodlords an automatic mind-control on seige tanks?


Wait Tanks that don't do splash or less splash? Then what's the point of having siege tank as a unit....


He wants no FRIENDLY splash.
So, for example, Zerglings run into Marines, which usually works out fairly well because Tank Splash.
But without the Marines taking damge from the splash.

Also making any kind of drop on top of tanks worthless.(in ALL matchups.)
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
Secret05
Profile Joined August 2010
United States342 Posts
August 19 2012 05:59 GMT
#1514
On August 19 2012 05:32 Wombat_NI wrote:
Show nested quote +
On August 19 2012 03:35 convention wrote:
On August 19 2012 03:17 Wombat_NI wrote:
On August 19 2012 00:00 zmansman17 wrote:
On August 18 2012 06:52 BeyondCtrL wrote:
On August 18 2012 04:29 aksfjh wrote:
On August 18 2012 04:21 BeyondCtrL wrote:
On August 18 2012 03:05 Chaggi wrote:
On August 18 2012 02:51 westgun wrote:
On August 18 2012 02:18 kaokentake wrote:
heres my balance idea


giving ravens increased speed is a fine idea, however

the mechanics required to move across the map against zerg while splitting your army DURING the moveout is insane. keeping your army from clumping is insane.


Give all units a scatter command. when pressed it causes all units to scatter away from nearby friendly units for 1 second. Spamming the scatter command can allow for quick spreads of units for much easier time moving across the map in a spread formation.

A scatter command would heavily nerf fungal growth without needing to touch its stats at all




Why not just get this:
http://www.youtube.com/watch?v=_PoXlcTCaI8

With that logic the game would get rid of alot of the micro that people have to do nowadays. Just hit the scatter button and marines split themselves against banelings, MMM gets out of the aoe range of collosus, lings can avoid the aoe of tanks, storms hit only a few units at once, etc. Adding a scatter button would be basically the same thing as adding a micro bot like this.

And to those who argued earlier that terran was fine at the highest skill level and used Taeja as their example, I tell you, terran is imba at the highest skill level. Just look at the micro of that bot, way over 3000 apm! I say nerf terran to hell!
/endsarcasm

Do you see the flaw in your rguments? If you force every terran to have micro like this bot or the comparatively "easy" micro that taeja does, you can just more or less remove terran from the game because nobody will ever reach that skill level. So a buff to terran or nerf to other races has to either affect ALL skill levels or all skill levels up to taeja's for the changes to have any significance to the matchup. But what changes can be made to prevent the matchup from being imbalanced at any level and to stop all of these people from whining when the matchup is being fixed?


I'd rather just make other races harder with a higher skill cap. Terran micro can be mindlessly easy sometimes but it's always necessary. I just don't see why other races can't have similar mechanics.


I think Protoss have a lot of good micro potential that are not being used. Mostly because they might be way too intensive.

For example, unlike Terran armies which are very homogeneous in this respect, Protoss balls are a mix of different range and speed units. When attacking or defending Protoss probably has the biggest burden of correct positioning, something which always messes up whenever you move. Always keeping zealots in front sentries slightly behind (also positioning sentries more efficiently so as you cover more of your army with GS) and flanking with them stalkers. Making sure your HT are split and not too far behind.

Most games you will never see that constant level of attention because it can become way too taxing. But as time goes on I think Protoss players will eventually start making these micro changes to be even more effective. Also a lot of people underestimate the skill and accuracy needed to place efficient FFs, since, unlike fungals, FFs can work against a Protoss if you're not careful.

Dunno, it just feels like people only consider the marine splitting for banelings and nothing else when it comes to intensive micro. I know at Diamond level marine splitting is really important for terrans bcs banelings/fungal/storm are stupidly powerful when you can't micro well, but when you consider play at the highest level I think Protoss positioning and micro are severely underrated (especially in terms of potential micro).

Protoss doesn't need to do any of that and they can win 90% of the time. The only time control comes into play as protoss is when the other player is either a) coming at you with ~equal forces or b) coming at you with stronger forces. Terran CONSTANTLY has to micro due to the fragility of their units compared to the other races, even in situations where they're ahead. As Terran, there is rare a "macro" win where, regardless of the units being thrown away, theA+move and macro of the Terran is overwhelming. It's always using those few units with good macro and micro that wins games, ALWAYS.


Yes and if Terrans, like TaeJa, switch to Protoss they will never lose a game ever again. People need to get a grip on reality. Terran micro can be intense, especially vs. Z on creep, but it's not magnitudes of order better.

I agree that Terrans have a problem with Zergs in certain situations based on balance, but it's not this crazy imbalance which all these plat/dia Terrans think it is.


Actually, if Taeja did play Protoss or Zerg for that matter, he might just break the balance of this game ^_^

Not really, Taeja is just mechanically solid, with great fundamentals and control. He wouldn't be able to use these natural attributes to his advantage with the other non-Terran races

Actually, regardless of which race Taeja plays, he will be a very solid player. He will be good completely regardless of race. He will be able to use those same fundamentals to elevate any race to appear broken, just like he is doing with terran.

He'd be solid regardless of his, but you can't take his attributes that make him great (especially his control) and say they're going to benefit him as much with the other races.

MC has sick fundamentals but you don't see these in evidence as much because of how Protoss functions and people label him a timing attack one-trick pony

Actually MC does have insane fundamentals, I had the opportunity to stand behind him and julyzerg at mlg columbus 2011 and wow was it a site to see. They're fundamentals are incredible, they never miss a beat, and they're extremely smooth with everything they do.

As far as ZvT goes, I have no clue what needs to be done, but it just seems like zerg is able to macro way to much. We either need to nerf/buff something or learn more punishing styles of play.
Michigan Zerg Player
pyro19
Profile Joined August 2010
6575 Posts
August 19 2012 06:17 GMT
#1515
On August 19 2012 14:42 Seam wrote:
Show nested quote +
On August 19 2012 12:07 Danzo wrote:
On August 19 2012 10:59 plogamer wrote:
On August 19 2012 04:27 emc wrote:
On August 19 2012 04:15 plogamer wrote:
Broodlings are too good against tanks. Watching Vortix vs Supernova and other Terrans, today, I saw a tech switch of broods cause tanks to friendlyfire their own units to death. This allowed him to turn the game around from some really big deficits.

It's not a new, unknown fact, but I think it goes unnoticed and underrated. If we could have tanks that didn't do splash damage (or maybe less of it), then broodlings would be less of a threat and infestors would be zoned out with targetfire, allowing vikings to push back broodlords. It would still require skill, ie, not a-move.

It would be a buff for mech in all matchups (which we sorely need)
and it would be a nerf to infestors in TvZ.

I wish Blizzard would try it out on their balance maps one day. Maybe as an upgrade?



you make me giggle


Can your biased zerg brain even consider the possibility of not making broodlords an automatic mind-control on seige tanks?


Wait Tanks that don't do splash or less splash? Then what's the point of having siege tank as a unit....


He wants no FRIENDLY splash.
So, for example, Zerglings run into Marines, which usually works out fairly well because Tank Splash.
But without the Marines taking damge from the splash.

Also making any kind of drop on top of tanks worthless.(in ALL matchups.)


It always eluded me why Tanks have such a huge Friendly Fire splash whereas the Collosus has none.
Thy Shall Die Alone...or emm..something like that.
etofok
Profile Blog Joined March 2012
138 Posts
August 19 2012 06:44 GMT
#1516
Cool idea. I like it. It will be like an air siege missile that must be avoided.

So make as slow projectile for fungal as for HSM then? Good deal for everyone.
The king, the priest, the rich man—who lives and who dies? Who will the swordsman obey?
Seam
Profile Blog Joined April 2010
United States1093 Posts
August 19 2012 10:06 GMT
#1517
On August 19 2012 15:44 etofok wrote:
Show nested quote +
Cool idea. I like it. It will be like an air siege missile that must be avoided.

So make as slow projectile for fungal as for HSM then? Good deal for everyone.



Iirc this was tested a while back, I think the ptr before the actual buff, and it made fungal baaaaaaaad. Granted it was ground targetted, but it became a guessing game to hit your target, and it was suuper hard to hit anything moving.
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
doomed
Profile Joined May 2010
Australia420 Posts
August 19 2012 11:59 GMT
#1518
Im sorry but I thought these changes was going to be rolled in on the live servers last week? did that never happen or what is the deal? we still waiting to see what blizz decides? cheers
Garmer
Profile Joined October 2010
1286 Posts
August 19 2012 12:12 GMT
#1519
On August 19 2012 14:42 Seam wrote:
Show nested quote +
On August 19 2012 12:07 Danzo wrote:
On August 19 2012 10:59 plogamer wrote:
On August 19 2012 04:27 emc wrote:
On August 19 2012 04:15 plogamer wrote:
Broodlings are too good against tanks. Watching Vortix vs Supernova and other Terrans, today, I saw a tech switch of broods cause tanks to friendlyfire their own units to death. This allowed him to turn the game around from some really big deficits.

It's not a new, unknown fact, but I think it goes unnoticed and underrated. If we could have tanks that didn't do splash damage (or maybe less of it), then broodlings would be less of a threat and infestors would be zoned out with targetfire, allowing vikings to push back broodlords. It would still require skill, ie, not a-move.

It would be a buff for mech in all matchups (which we sorely need)
and it would be a nerf to infestors in TvZ.

I wish Blizzard would try it out on their balance maps one day. Maybe as an upgrade?



you make me giggle


Can your biased zerg brain even consider the possibility of not making broodlords an automatic mind-control on seige tanks?


Wait Tanks that don't do splash or less splash? Then what's the point of having siege tank as a unit....


He wants no FRIENDLY splash.
So, for example, Zerglings run into Marines, which usually works out fairly well because Tank Splash.
But without the Marines taking damge from the splash.

Also making any kind of drop on top of tanks worthless.(in ALL matchups.)


no friendly fire is stupid, but no one can deny that the tank need a serious buff at the moment, and even more in HOTS
malaan
Profile Joined September 2010
365 Posts
August 19 2012 12:16 GMT
#1520
Unless you are tip top grandmaster at the very least you should not be complaining about balance this much. If folks in here spending hours play-testing balance maps and whinging in forums that Blizzard probably laugh about instead of actually playing the game / improving....
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