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Balance Update #15 - February 22, 2013 - Page 23

Forum Index > SC2 General
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FYI: You can still make hellbats without the upgrade, you just can't transform in and out of them until you get the upgrade.
RampancyTW
Profile Joined August 2010
United States577 Posts
March 01 2013 14:43 GMT
#441
Okay Rabiator has officially lost it

Can we ban him from the HotS forum now, please? It's long overdue
Bagi
Profile Joined August 2010
Germany6799 Posts
March 01 2013 14:47 GMT
#442
Anyone saying BW is mechanically easier than SC2 should get banned for trolling.
nyshak
Profile Joined May 2010
Germany132 Posts
Last Edited: 2013-03-01 16:58:10
March 01 2013 16:56 GMT
#443
On March 01 2013 08:02 Thieving Magpie wrote:
Show nested quote +
On March 01 2013 07:32 nyshak wrote:

Hellbats have similar DPS and similar health to a roach. For less speed, no burrow movement, and 50% range nerf, it gets AoE. However, in the end, they do about the same thing.


Many units share the same or similar numbers. As do the Hellbat and the Firebat from BW. On top of that they even share the same attack type. Yet you somehow dismiss the notion of them being similar. That's pretty childish.


Firebat AoE only was relevant against Zerglings and *maybe* zealots--but usually it wasn't really relevant there either. So trying to say Firebats and Hellbats are similar because Firebats are an AoE source is very very childish.


No it's not. Dismissing it is though. Design =/= how a unit will be used. When I say design I look at attack types, flying vs. ground, cloak vs. no cloak etc. Yes, some units will end up being used like they were meant to be and than everyone says this is "by design". If 2 units end up being used for different things does not necessarily mean their design is fundamentally different.

In this case however: Firebats did kill zerglings. As do Hellbats now. In fact, even trying to engage Hellbats with zerglings is suicide in most cases. They share the same core design. Blizzard just decided to not implement this "new" unit as a seperate unit. Instead they added it as a new form for the hellion. Which again, once the transformation is complete serves the same purpose. I don't know how I can explain this better. If you can't see that we'll just have to agree to disagree.


By these standards then Mutalisks and Scouts are the same design.


No because the attack type is different. Scouts only deal single target damage, Mutalisk hit multiple targets.

You see, tweak the numbers down of the hellbat form and you have the firebat. I've seen a couple of Blizz devs talk about how they want to try and balance a unit by tweaking its numbers, without changing the core design. This is what I think they mean.

A good example of this is the tempest. Its original design was to be a mass anti-air unit. Then Blizz decided to change the design to a long range, single target unit. Now they have to tweak the numbers (damage, HP, speed and whatnot) to finally balance the unit.
B-)
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
March 01 2013 17:47 GMT
#444
On March 02 2013 01:56 nyshak wrote:
Show nested quote +
On March 01 2013 08:02 Thieving Magpie wrote:
On March 01 2013 07:32 nyshak wrote:

Hellbats have similar DPS and similar health to a roach. For less speed, no burrow movement, and 50% range nerf, it gets AoE. However, in the end, they do about the same thing.


Many units share the same or similar numbers. As do the Hellbat and the Firebat from BW. On top of that they even share the same attack type. Yet you somehow dismiss the notion of them being similar. That's pretty childish.


Firebat AoE only was relevant against Zerglings and *maybe* zealots--but usually it wasn't really relevant there either. So trying to say Firebats and Hellbats are similar because Firebats are an AoE source is very very childish.


No it's not. Dismissing it is though. Design =/= how a unit will be used. When I say design I look at attack types, flying vs. ground, cloak vs. no cloak etc. Yes, some units will end up being used like they were meant to be and than everyone says this is "by design". If 2 units end up being used for different things does not necessarily mean their design is fundamentally different.

In this case however: Firebats did kill zerglings. As do Hellbats now. In fact, even trying to engage Hellbats with zerglings is suicide in most cases. They share the same core design. Blizzard just decided to not implement this "new" unit as a seperate unit. Instead they added it as a new form for the hellion. Which again, once the transformation is complete serves the same purpose. I don't know how I can explain this better. If you can't see that we'll just have to agree to disagree.


By these standards then Mutalisks and Scouts are the same design.


No because the attack type is different. Scouts only deal single target damage, Mutalisk hit multiple targets.

You see, tweak the numbers down of the hellbat form and you have the firebat. I've seen a couple of Blizz devs talk about how they want to try and balance a unit by tweaking its numbers, without changing the core design. This is what I think they mean.

A good example of this is the tempest. Its original design was to be a mass anti-air unit. Then Blizz decided to change the design to a long range, single target unit. Now they have to tweak the numbers (damage, HP, speed and whatnot) to finally balance the unit.


If you honestly believe that what differentiates a Mutalisk and a Scout is that glaive worms bounce then I have honestly no more interest in talking to someone who clearly doesn't understand BW.
Hark, what baseball through yonder window breaks?
nyshak
Profile Joined May 2010
Germany132 Posts
March 01 2013 17:53 GMT
#445
On March 02 2013 02:47 Thieving Magpie wrote:
Show nested quote +
On March 02 2013 01:56 nyshak wrote:
On March 01 2013 08:02 Thieving Magpie wrote:
On March 01 2013 07:32 nyshak wrote:

Hellbats have similar DPS and similar health to a roach. For less speed, no burrow movement, and 50% range nerf, it gets AoE. However, in the end, they do about the same thing.


Many units share the same or similar numbers. As do the Hellbat and the Firebat from BW. On top of that they even share the same attack type. Yet you somehow dismiss the notion of them being similar. That's pretty childish.


Firebat AoE only was relevant against Zerglings and *maybe* zealots--but usually it wasn't really relevant there either. So trying to say Firebats and Hellbats are similar because Firebats are an AoE source is very very childish.


No it's not. Dismissing it is though. Design =/= how a unit will be used. When I say design I look at attack types, flying vs. ground, cloak vs. no cloak etc. Yes, some units will end up being used like they were meant to be and than everyone says this is "by design". If 2 units end up being used for different things does not necessarily mean their design is fundamentally different.

In this case however: Firebats did kill zerglings. As do Hellbats now. In fact, even trying to engage Hellbats with zerglings is suicide in most cases. They share the same core design. Blizzard just decided to not implement this "new" unit as a seperate unit. Instead they added it as a new form for the hellion. Which again, once the transformation is complete serves the same purpose. I don't know how I can explain this better. If you can't see that we'll just have to agree to disagree.


By these standards then Mutalisks and Scouts are the same design.


No because the attack type is different. Scouts only deal single target damage, Mutalisk hit multiple targets.

You see, tweak the numbers down of the hellbat form and you have the firebat. I've seen a couple of Blizz devs talk about how they want to try and balance a unit by tweaking its numbers, without changing the core design. This is what I think they mean.

A good example of this is the tempest. Its original design was to be a mass anti-air unit. Then Blizz decided to change the design to a long range, single target unit. Now they have to tweak the numbers (damage, HP, speed and whatnot) to finally balance the unit.


If you honestly believe that what differentiates a Mutalisk and a Scout is that glaive worms bounce then I have honestly no more interest in talking to someone who clearly doesn't understand BW.


Fine by me.
B-)
aksfjh
Profile Joined November 2010
United States4853 Posts
March 01 2013 20:18 GMT
#446
I think a good distinction would be the lack of stim for hellbats. It seems like a small difference, but it plays a huge roll how they are and can be used.
Schopenhauer17
Profile Joined March 2013
16 Posts
Last Edited: 2013-03-04 02:34:42
March 04 2013 02:32 GMT
#447
Changes for HOTS I would like to see

Airbattles:
are cause of the lack of collision not as nice to watch as the more micro and pathing focused ground fights. At first as was afraid of the way Protoss in HOTS was evolving, but after seeing more games I pretty much like it. I am still concerned when it comes so mass air vs. air situations. I dont like it at all.

What do you think? Do you agree that ground to anti-air should be more potent?

I was thinking of changing the Role of the Thor, to become even better against (not-light) air, as well as giving him a more specific role in general.[If both of the Thors Weapons were to fire at the same time and even further increasing their reload time while improving their damage output, they would be more microble and more specific in ground fights - stronger against tougher units and even weaker than before against smaller ones]

I would as well like to see Hydras being modified in a way that they are of even better usage against air. Hydras are expansive and you have to take good care of them. They also require a lot of investment. I was thinking of giving them +1 Range (maybe even +2) versus air, when upgraded with range. That might as well fix the over dominant muta vs. muta fights in ZvZ (I think they are stupid and spore crawler change is way to specific and not sufficient enough) What do you think?

I am okay with Swarm Hosts an I like the addition of Widow Mines.
There are details somehow I would change.
First the Swarm Host: there main purpose should be to make pressure, retreating from them should be a more legit option. As a consequence I would reduce the movement speed of the spawnlings (30% maybe?)

I am seeing their role somewhat close to a siege tank (same goes for the widow mine). Using them should require more tactical decision making. I would like them to un-borrow instantly, but at the same time increasing the amount of time for them to be burrowed by a lot. It should be well considered moving them blindly to the front without having good intel on whats going on.

Widow mines should not be allowed to target workers as primary target.

Protoss:
Giving them more options via the Air-tech is nice. I would like to see a comeback to the original “townportal” approach earlier in the beta. If the Mothership-Core would still be able to function as a recall unit, operating from a nexus (required upgrade from cyber-core), with even more powerful recall capabilities, Protoss would be more encouraged to try to move out (at this stage they are staying inside the base way to often until 200 supply). The Mothership-Nexus could have the permanent cannon added - adding a new primary target to destroy (and a new little addition to the gameplay with that, which Nexus do you choose?). Recall could work like this: when being activated the units can’t move for some seconds and then have to remain paralyzed at the home nexus for 5-10 seconds (?)

Doing this and really making it a strong and core mechanism to Protoss would allow to fix one of the older and bigger issues with Protoss - the force field. I love them, but at times they can become ridiculous. Reducing the max. energy from sentries to let’s say 140 could really improve the situation, especially combined with the stronger recall ability. This would as well improve the too powerful scouting via hallucinate - you have to choose more carefully how to spend your energy.

Terran:
As many I would like to see more tank usage. Mech based on mainly Thors and (Battle-) Hellions doesn’t count as mech! Changing the tank damage-profit from upgrades even more could help (1. +5. 2. +10. 3. +15) ?

The speed bonus to medivacs adds some nice new possibilities, but being completely free isn’t the right way. If using the speed bonus would come along with an stop of energy regeneration - until the ability of after burner is available again - that would put an end to wasteful usage of the boost without having to huge of an impact.

Of course these are just some thoughts, some of these changes would be problematic in specific circumstances - but in my opinion it would improve the overall game.

What do you think, please don’t be too focused on details as they are not perfect
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 04 2013 04:45 GMT
#448
On March 01 2013 23:43 RampancyTW wrote:
Okay Rabiator has officially lost it

Can we ban him from the HotS forum now, please? It's long overdue

You have to have it to loose it
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
SirPinky
Profile Joined February 2011
United States525 Posts
March 04 2013 09:22 GMT
#449
On March 01 2013 20:54 Rabiator wrote:
Show nested quote +
On March 01 2013 07:16 The_Darkness wrote:
On February 28 2013 02:07 Rabiator wrote:
On February 27 2013 23:18 Hattori_Hanzo wrote:
On February 27 2013 22:46 Rabiator wrote:
On February 27 2013 14:31 Hattori_Hanzo wrote:
For the guys who bitch about some units are IMBA against other units, let me remind everyone that
Starcraft 2 is a Real Time Strategy Game.
With emphasis on STRATEGY.

Just as you wouldn't block a rook by placing a pawn in its attack/move path, please don't complain about slowlots losing to micro'd hellions. It shows how lacking your understanding of this game is.

I think "blocking some units with stuff" is more a TACTIC ("implementation of a specific mission") and not a STRATEGY (long term goal). The strategy would be to "defend until I have the superawesome army and then win" or "to win with air attacks" while the tactic is the unit-wise implementation on the battlefield. Just read the wiki entrys to check their definitions ... maybe you agree with me.

Sadly Strategy plays a far less important role than tactics do in SC2 ... at least in my opinion. This is the case because there are too many units involved in each battle and the economics of the game make reproducing your units almost more important than being able to use them well. If the game was about strategy it would involve a lot of units which have seen many battles and defensive positions which are hard to crack, but that isnt the case.



Thank you for pointing that out. You are correct, a strategy game is only as entertaining as the tactics available. Personally I define tactics as the mechanical implementation of strategy.

Strategy → Operational objective → Tactic → Task. (source)

I agree with your definition, but here is the twist: Since Starcraft is *supposed to be* a STRATEGY game it should be far less about tactics and mechanics (and economics) than it is atm. For a huge part SC2 is about the gathering of resources and building a huge reproduction capability to finally overwhelm your opponent with - more or less - endlessly replaced units.

Either this or the category of "Strategy game" is wrong. You only think / adjust your strategy few times while permanently thinking about unit engagements and unit production, so its easily more about economics and tactics than it is about strategy. Personally I have thought for quite some time that SC2 is more about real-time-action than it is about real-time-strategy and we simply need to accept that fact. No biggie.

----

Since you had to "fight the UI and movement" in Brood War and the game didnt have any turbo boosts for production and economy it was still a strategy game in my opinion. You simply had far fewer units all the time and cared more about the individual ones. Thus choosing the right strategy (i.e. the way in which to overcome the enemy) was more important than simply overwhelming the enemy by sheer numbers. Sure overwhelming numbers could happen, but due to the mechanics you could still come back from most disadvantaged positions.


How can you whine about SC2's needing to be far less "about tactics and mechanics" than it currently is (and thus by implication not being strategical enough according to you) but then praise BW for its strategical aspects when that game is the most mechanically demanding game in existence? BW's mechanical challenges were so significant that you literally had no hope of beating a KESPA pro unless you were on a Korean team practicing along with them 12 hours a day. That's obviously not the case with SC2. There were also far fewer viable builds in BW than there are in SC2. There are fewer useless units in SC2 than there are in BW, etc. All of this leads to more choices in SC2 and more choices increases the chances for strategy, rather than mechanics, to influence the game, which is why someone like Nestea could have all of the success he's had in SC2.

To this point, I've followed most of your HoTS posts with what I'd call "confused amusement", but I do have to ask -- were you fired by Blizzard at some point? Did David Kim diss your mom?


1. Not everyone lives in the US and I wouldnt work for Blizzard unless they would hire me as a dictator. Since that wont happen I would say your remarks about my post just come from confusion and unwillingness to understand the problem.
- MORE isnt automatically BETTER.
- FASTER isnt automatically BETTER.
- You CAN have too much of some things ...
Maybe you will figure out some things that are wrong with these guidelines.

2. You apparently didnt understand the point of my praise of BW. It was SLOWER than SC2 and this made "mechanical control" (clicking skills) far less important than it is in SC2 + Show Spoiler +
Sure you could improve your skill through better control of units in BW, but there was no "you MUST split your Marines against these Banelings" units in BW which totally screw over newbies and casuals.
; consequently STRATEGY was more important. Sure, some of the "tough parts" of BW was the not-so-easy movement control, but the opposite way in SC2 is far worse IMO. Too many people refuse to think that there are consequences to "technological advancement".
SLOWER is BETTER because it allows more control. (Allows for casuals to be not-so-far-behind their not-so-casual friends who can more easily manage vast amount of multitasking.)
FEWER UNITS on the battlefield is BETTER because it allows more control. (Watching a 2v2 Zergling v Zergling battle where one player wins with BOTH his Zerglings still alive is far more exciting than watching two clumps 50-100 units for both sides annihilate each other.)
Only the really pro players can actually manage the amount of stuff that needs to be done in SC2 now and casuals - who are the excuse for putting in the whole ez-mode junk - dont really get anything at all. All they get is being overwhelmed by massive a-move-all-ins with Banelings or whatever crazy stuff is the flavour of the month.

3. Who are you kidding about Koreans? They are trained in the most intense environment and hardly any westerner can make up for that except with superior talent; in the Korean "prepare a week for one match against a player you analyze beforehand" situation beating them is hardly possible at all. The only exception is a long and tough competition - like MLG or Dreamhack - where you play many games a day and are physically taxed in addition to the challenge of the game.


I think this is a a very articulate and accurate post in my 12 year experience with BW. Many progamers citicize the fact that you have "B-Teamers" easily making it to Code A or Code S that never had the skillset to be there before. Most korean backlash is not present because they don't want to appear "bad manner." Instead they just stop playing the game and find another strategy game more lucrative.
How much better to get wisdom than gold; to get insight rather than silver!
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-03-04 12:13:18
March 04 2013 12:08 GMT
#450
On March 01 2013 22:12 MstrJinbo wrote:
Show nested quote +
2. You apparently didnt understand the point of my praise of BW. It was SLOWER than SC2 and this made "mechanical control" (clicking skills) far less important than it is in SC2


You and I have very different recollections of BW it would seem. The BW I remember took considerably more clicks to do just just about anything. Try sending an army of zerglings anywhere across them map and then tell me whether or not you think mechanical control is less important in BW than SC2. Don't get me wrong BW micro was a beautiful thing, but stop making up stuff to try and prove a point that doesn't matter.

The thing is that you couldnt do "precise minute movement" in BW (for ground units), so it wasnt really possible to do 0.1 sec super-precise adjustments to your unit movement. Thus all you could do is "approximate movement" and thus the precision movement wasnt as important FOR MOST OF US. Only at the real top end of the skill meter did it start to make a difference, BUT it was basically needed for ALL UNITS instead of just some like in SC2.

In contrast you have these stupid "you lose if you fail to micro your units away" units in SC2 and these apply to ALL SKILL LEVELS. Thus the requirement of minute control is put on people who cant really do it ... the casuals.


On March 01 2013 23:43 RampancyTW wrote:
Okay Rabiator has officially lost it

Can we ban him from the HotS forum now, please? It's long overdue

And you base this opinion on what?


On March 01 2013 23:47 Bagi wrote:
Anyone saying BW is mechanically easier than SC2 should get banned for trolling.

BW didnt REQUIRE mechanic control as much as SC2 does. You could just live with your units taking a scenic route, but in SC2 you - as the defender - more or less "instantly lose" if you fail to move against Banelings and there are many more units and skills which have this "you failed to move properly" part attached to them ... like spreading against/not being split by Forcefields, running blindly into Widow Mines, ... All these things work for all skill levels and thats the terrible part of it. The "sucky movement" in BW was acceptable for most levels of play and in any case you didnt lose half your army from such a mistake because you only had 12 per control group anyways.

----

Many people might agree with the sentiment that I have "lost it", but I would counter that with "you dont think outside the box (if at all) and just believe the ads of Blizzard that everything new is better." Just grow up, grow wise, stop believing the propaganda (ads) and learn to think for yourselves.

Increased economy, production speed boosts, perfectly tigh unit movement and unlimited unit selection do have their price and it is the super precise balance (which might not even be achievable) which they need to reach. Specialized balance solutions like the ones for Widow Mines, Battle Hellions and Spore Crawler (which have essentially made up the last few patches) are just the symptoms which really make it obvious that something is wrong / badly implemented / designed.
If you cant say what you're meaning, you can never mean what you're saying.
RampancyTW
Profile Joined August 2010
United States577 Posts
March 04 2013 12:50 GMT
#451
On March 04 2013 21:08 Rabiator wrote:
Show nested quote +
On March 01 2013 22:12 MstrJinbo wrote:
2. You apparently didnt understand the point of my praise of BW. It was SLOWER than SC2 and this made "mechanical control" (clicking skills) far less important than it is in SC2


You and I have very different recollections of BW it would seem. The BW I remember took considerably more clicks to do just just about anything. Try sending an army of zerglings anywhere across them map and then tell me whether or not you think mechanical control is less important in BW than SC2. Don't get me wrong BW micro was a beautiful thing, but stop making up stuff to try and prove a point that doesn't matter.

The thing is that you couldnt do "precise minute movement" in BW (for ground units), so it wasnt really possible to do 0.1 sec super-precise adjustments to your unit movement. Thus all you could do is "approximate movement" and thus the precision movement wasnt as important FOR MOST OF US. Only at the real top end of the skill meter did it start to make a difference, BUT it was basically needed for ALL UNITS instead of just some like in SC2.

In contrast you have these stupid "you lose if you fail to micro your units away" units in SC2 and these apply to ALL SKILL LEVELS. Thus the requirement of minute control is put on people who cant really do it ... the casuals.


Show nested quote +
On March 01 2013 23:43 RampancyTW wrote:
Okay Rabiator has officially lost it

Can we ban him from the HotS forum now, please? It's long overdue

And you base this opinion on what?


Show nested quote +
On March 01 2013 23:47 Bagi wrote:
Anyone saying BW is mechanically easier than SC2 should get banned for trolling.

BW didnt REQUIRE mechanic control as much as SC2 does. You could just live with your units taking a scenic route, but in SC2 you - as the defender - more or less "instantly lose" if you fail to move against Banelings and there are many more units and skills which have this "you failed to move properly" part attached to them ... like spreading against/not being split by Forcefields, running blindly into Widow Mines, ... All these things work for all skill levels and thats the terrible part of it. The "sucky movement" in BW was acceptable for most levels of play and in any case you didnt lose half your army from such a mistake because you only had 12 per control group anyways.

----

Many people might agree with the sentiment that I have "lost it", but I would counter that with "you dont think outside the box (if at all) and just believe the ads of Blizzard that everything new is better." Just grow up, grow wise, stop believing the propaganda (ads) and learn to think for yourselves.

Increased economy, production speed boosts, perfectly tigh unit movement and unlimited unit selection do have their price and it is the super precise balance (which might not even be achievable) which they need to reach. Specialized balance solutions like the ones for Widow Mines, Battle Hellions and Spore Crawler (which have essentially made up the last few patches) are just the symptoms which really make it obvious that something is wrong / badly implemented / designed.
Well, at least now we got to the bottom of the issue. Rabiator was terrible at BW and is apparently even worse at SC2, and looks for ridiculous excuses such as "BW required less mechanical skill than SC2" to justify his inability to adjust to change.

The funny part is that you think we're just brainwashed by Blizzard propaganda when, unlike you, we've actually been playing and experiencing SC2. Whereas you (self-admittedly) don't even play.
FLuE
Profile Joined September 2010
United States1012 Posts
March 04 2013 14:05 GMT
#452
Since this seems to be the final balance going into launch I'm happy with a lot of HotS. I played a lot of games and a lot of 2v2 so I won't speak of 1v1 balance directly but the good thing about 2s is you see what is really abusive(think stopping 2 rax reaper is hard try 4).

But I'm happy with :
Zerg -
Viper is a cool caster unit. Fun to watch. Cloud will get nerfed but it is a unit a pro player will get a lot out of.
Swarm host will be tough to balance but a unit that has good utility and Zerg needed it.
New muta is strong and fun to use.

Protoss -
MC is a cool idea and overall well designed and useful.
The race is strong and diverse now and not having to open robo for obs is good. The race doesn't play a ton different early game from WoL though.

Terran -
Love widow mine. Fun to use, pros will do cool things with it.
New medivac boost is great but maybe to strong.
Hellbat is a strong unit, nothing exciting about it but if you are a Terran player you will like them.

What I don't like :
Zerg -
Hydras need some more work. They are still a bit weak and it would be nice if it was a bit stronger AA unit.
Infestor seems more in balance but wish neural was looked at.
Corrupters corruption is lame, wish a better spell its not fun to watch as a spectator or use as a player.

Protoss -
Oracle, although strong, seems like a unit that was forced in simply for the OBS need. I just don't love the unit...
Tempest is strong but boring. Rather they just made the carrier better. Using tempest isn't fun and watching pros use them won't be exciting.

Terran -
BCs needed some love and didn't get it.
Raven is strong but I hate it. HSM design is dumb.
Thors are a unit that should have been removed for a more mobile AA unit. The cannon thing seems useless to me.

Just some of my personal feelings after a few hundred games playing random.
JDub
Profile Joined December 2010
United States976 Posts
March 04 2013 15:13 GMT
#453
On March 04 2013 21:08 Rabiator wrote:
BW didnt REQUIRE mechanic control as much as SC2 does. You could just live with your units taking a scenic route, but in SC2 you - as the defender - more or less "instantly lose" if you fail to move against Banelings and there are many more units and skills which have this "you failed to move properly" part attached to them ... like spreading against/not being split by Forcefields, running blindly into Widow Mines, ... All these things work for all skill levels and thats the terrible part of it. The "sucky movement" in BW was acceptable for most levels of play and in any case you didnt lose half your army from such a mistake because you only had 12 per control group anyways.

I am mid-Masters in SC2, and when I try to go back and play Brood War I struggle to be able to macro decently and have any semblance of control over my army. I'm not sure how to respond to the claim that BW required less mechanical control than SC2, because the claim is so absurd.
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2013-03-04 17:10:03
March 04 2013 16:07 GMT
#454
On March 04 2013 21:08 Rabiator wrote:
BW didnt REQUIRE mechanic control as much as SC2 does. You could just live with your units taking a scenic route, but in SC2 you - as the defender - more or less "instantly lose" if you fail to move against Banelings and there are many more units and skills which have this "you failed to move properly" part attached to them ... like spreading against/not being split by Forcefields, running blindly into Widow Mines, ... All these things work for all skill levels and thats the terrible part of it. The "sucky movement" in BW was acceptable for most levels of play and in any case you didnt lose half your army from such a mistake because you only had 12 per control group anyways.

In BW the player with the superior mechanics will still have twice as many units as you, and your army will be still be running in a straight line into the meatgrinder that is sieged tanks + spider mines unless you know how to control it properly.

BW absolutely required raw mechanics, and moreso than SC2 it required them in every single aspect of the game. Without mechanics you won't have SCV production or have then mining, you cannot macro properly, you cannot move your army around. That's a lot worse than having a few units (such as banes) that require a player to split up their units really quickly in response. Even with banes a player with lacking mechanics but good game sense can keep their units pre-split in case they have scouted the enemy massing banes, now tell me how you can prepare for keeping up in macro in BW?

I don't really understand why you ignore the fact that you need solid mechanics in BW to get anywhere at all - yet because SC2 has ONE instance where it requires you to react faster than anything in BW, it suddenly requires more mechanics and is less noob friendly than BW ever was. Could you be any more biased in your comparison?
TeslasPigeon
Profile Joined March 2012
464 Posts
Last Edited: 2013-03-04 20:16:42
March 04 2013 20:14 GMT
#455
I feel like recall should either be a 50/50/60sec upgrade at the cybercore or it should take longer to activate, after watching pro games protoss seems to have the safest early to mid game which will allow even more corners to be cut when teching up once timings and unit cohesion is figured out. There needs to be some minor tweaks to stop this.

Another thing that can be done is reworking the nexus cannon, 20 damage with 13 range is way too much. I thought the original purpose of nexus cannon was to stave off early rushes/harassment. Reducing range to 10 and making the damage base 10 with +5 or 8 for light units would be more than sufficient to help against early aggression. Or maybe reduce the duration to 30 or 45 seconds.

EDIT: one last thing to add, time warp should effect friendly units that are in it, not just the enemies. There needs to be a trade off when it comes to abilities and a lot of the new abilities lack this.
MrMatt
Profile Joined August 2010
Canada225 Posts
March 04 2013 20:59 GMT
#456
On March 05 2013 05:14 TeslasPigeon wrote:
I feel like recall should either be a 50/50/60sec upgrade at the cybercore or it should take longer to activate, after watching pro games protoss seems to have the safest early to mid game which will allow even more corners to be cut when teching up once timings and unit cohesion is figured out. There needs to be some minor tweaks to stop this.

Another thing that can be done is reworking the nexus cannon, 20 damage with 13 range is way too much. I thought the original purpose of nexus cannon was to stave off early rushes/harassment. Reducing range to 10 and making the damage base 10 with +5 or 8 for light units would be more than sufficient to help against early aggression. Or maybe reduce the duration to 30 or 45 seconds.

EDIT: one last thing to add, time warp should effect friendly units that are in it, not just the enemies. There needs to be a trade off when it comes to abilities and a lot of the new abilities lack this.


I was thinking along the same lines with the longer to activate. So you will still lose some units for you're all in attempt. Seems a bit too risk-free to try an all in right now.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
March 05 2013 00:44 GMT
#457
I was watching SOTG EP82 and realised.. did anyone actually do the mass hellion contain to hellbat timings?? Ive never seen/heard/played the strat ever. Did Blizzard just scam us?
Calm_down
Profile Joined December 2012
8 Posts
March 05 2013 03:16 GMT
#458
On March 04 2013 23:05 FLuE wrote:
But I'm happy with :
Zerg -
Viper is a cool caster unit. Fun to watch. Cloud will get nerfed but it is a unit a pro player will get a lot out of.
Swarm host will be tough to balance but a unit that has good utility and Zerg needed it.
New muta is strong and fun to use.

The problem with cloud is that it is given to a flying unit. Cloud, like a dark sworm from BW, should belongs to ground unit, only then it can be balanced properly. By now cloud is OP spell, that is hard to balance.

Muta now is way too OP vs Toss, only strong storm can handle it. But at the other side, storm is way too strong against all others.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
March 05 2013 04:31 GMT
#459
On March 05 2013 12:16 Calm_down wrote:
Show nested quote +
On March 04 2013 23:05 FLuE wrote:
But I'm happy with :
Zerg -
Viper is a cool caster unit. Fun to watch. Cloud will get nerfed but it is a unit a pro player will get a lot out of.
Swarm host will be tough to balance but a unit that has good utility and Zerg needed it.
New muta is strong and fun to use.

The problem with cloud is that it is given to a flying unit. Cloud, like a dark sworm from BW, should belongs to ground unit, only then it can be balanced properly. By now cloud is OP spell, that is hard to balance.

Muta now is way too OP vs Toss, only strong storm can handle it. But at the other side, storm is way too strong against all others.


Wow you are wrong on everything you just said.

viper in general is really easy to counter.

Mutalisks really easy to beat as protoss - open up stargate - see mutas - make phoenix = mutalisks are defended ^^.
When I think of something else, something will go here
GorGor
Profile Joined September 2012
78 Posts
March 05 2013 07:01 GMT
#460
On February 24 2013 05:26 aksfjh wrote:
Show nested quote +
On February 24 2013 04:54 Bagi wrote:
On February 24 2013 04:18 Alryk wrote:
On February 24 2013 03:03 Big J wrote:
On February 24 2013 02:41 Hattori_Hanzo wrote:
On February 23 2013 23:38 Big J wrote:

You expect us to believe a 14.5 dps unit that moves at 2.81 (with upgrade) is the worst unit in the game.
Either you have no idea how to optimize their damage output beyond a-move, you use them unescorted or both.

Well, Terrans are trying to sell a 35.6dps 550HP/3armor unit with a 300damage blast (with upgrade) which additionally can fly as bad unit.

You see how ridicolous such stuff sounds when you don't include how much those units cost or what they require? And you tell other people how immature their discussion style is...



I didn't believe you'd resort to lying, Big J.
I'll try to be civil.

It should be read as:
Terrans are trying to sell a 35.6dps range 6, 550HP/3 armor unit with 300 damage blast (with upgrade) every 125 seconds, vulnerablility to feedback spell and which additionally can fly as bad unit.


In any case on 4 bases, cost is not an issue, production rate is.



Hahahahahaha.... lol. + Show Spoiler +
Really hard to even know where to begin with responding to this bullshit. I know I shouldn't, it's not worth my time. But whatever, I'm in a good mood, can as well have some fun with this troll,


So whenever someone describes a unit he has to point out every stat the unit has and every spell interaction? Yeah, what a lyer I am not mentioning every freaking thing that is true for the BC. Pssst, before someone says that hydralisks don't get a dusk/dawn sight bonus you really should mention it... Oh too late. I found out that you didn't mention it. You lyer! HAHAHAHAHAHAHAHAHAHA!!!!

And to your "cost is no issue, production rate is". Well, if cost is no issue and you have 50scvs (so building production rate is 50), why don't you build 50starports to get the same production rate as a zerg?
Of course cost is THE issue. Z and P have more production, because their infrastructure COSTS less.



actually protoss infrastructure is more expensive.

factory is 150/100, 190/100 if you count for scv build time. Robo facility is 200/100. But its really only 150/100 because Terran have mules to offset scvs building, and the minerals don't actually go away.

a star port is also 150/100 I believe? Compared to a star gate bring 150/150. And how much is a fusion core? Fleet beacon is 300/200. An armory is 150/100 while a robotics bay is 200/200. And a ghost academy is 100/50 right? Vs a 100/200 templar archives, not to mention the need for a 150/100 twilight council. No need to mention barracks/gateway.

edit: as a sky toss versus zerg: I think allowing blinding cloud to hit air or affect casters would be a wonderful idea personally. Does anybody else share it? I think it would definitely help balance out pvz, and I don't think needing skytoss is how to do it.

I see in you are counting SCV build times, what happens when you include separate upgrades for terran land units but not protoss ones? What about addons, how do they factor in?

I wonder when people will learn not to directly compare races in Starcraft.

Agreed. Though, there seems to be a lot of complaints from the other side of the fence of "It's only a 100 mineral unit!"

I don't understand how zergs can complain so much about hellbats "only costing 100 minerals" when they have queens that only cost 150 and are tier 1. I mean out of all 3 races zerg has the best mineral sinks by far. Queens have so much utility and snowball when semi-massed and don't even cost larvae. Combine them with spines and spores (T1 and minerals only) and that is why we saw gasless 3 base zergs in WOL. Hellbats require a significant amount of gas and tech to even start production so it's not really even fair to evaluate them purely as a mineral sink until the late game. During which zerg has spines/lings/queens/spores for a mineral sink, and late game toss have cannons/chargelots and relatively gas inexpensive stalkers. All of this MYTH about Terran having 2 mineral sinks and Zerg and Protoss only having 1 needs to just end because it's simply not true.
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