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Situation Report: HoTS Balance - Page 17

Forum Index > SC2 General
866 CommentsPost a Reply
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ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
March 17 2013 12:53 GMT
#321
1. I agree with Avilo 100% on this one.
2. Guys... let MLG finish at least before starting to jump into conclusion balance-wise.
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
dacimvrl
Profile Joined December 2011
Vatican City State582 Posts
Last Edited: 2013-03-17 13:04:42
March 17 2013 12:59 GMT
#322
On March 17 2013 18:59 Bagi wrote:
I agree with Avilo that medivac speed is necessary and a good thing to have in the game (separate the good from the bad), but I think everyone can agree that its slightly too strong in its current form.

Either give the ability a small energy cost or double the cooldown, An energy cost would force terrans to choose between boosting and healing. A longer cooldown would make terrans choose between boosting into a base and out of it, in most cases you won't be able to do both.

E. Can't believe Rabiator isn't banned and it still trolling people with this "BW is more casual"-bullcrap.


I play terran and I may be biased, but I do not think there's enough evidence that HotS medivac boosters are OP yet, because it was completely shut down by several players at MLG yesterday without hassle. With the boosters engaged, medivacs' speed is the same as the HotS mutas, and leenock and ret were consistently able to hunt them down or destroy them before the drops even happened. Ret even used vipers to abduct fleeing medivacs. That was some impressive play. Now, what was the problem the pros were facing then? Clumped up mutas vs multi-pronged drops and not having enough static defences, which has never been a balance issue, but a strategic one.

For PvT, MC shut down Mvp's drops w/ his phoenix/oracle opening ezpz.

and to those qqing about that there's no risk/cost associated with the ability, where's the cost/risk associated with the new mutas (passive speed increase, no risk at all) and phoenix (+1 range passive)? Would you rather have the speed of medivacs be passive so it's even with the new mutas/phoenix? In this regard, the medivacs got the short end of the stick, wouldn't you agree?
AIKfans87
Profile Joined February 2011
Sweden170 Posts
Last Edited: 2013-03-17 13:06:28
March 17 2013 13:03 GMT
#323
Avilo spot on! I want to see at least one GSL before any changes to be made. But spidermines is the unit that may need change somehow from what I've seen so far but after a while.
Sweden fighting!!
dacimvrl
Profile Joined December 2011
Vatican City State582 Posts
March 17 2013 13:05 GMT
#324
On March 17 2013 22:03 AIKfans87 wrote:
Avilo spot on! I want to see at least one GSl before any changes to be made. But spidermines is the unit that may need change somehow.


In an interview, David Kim did mention that they are monitoring widow mines, and considering changes/nerfs to the blast radius of the missiles IIRC.
AIKfans87
Profile Joined February 2011
Sweden170 Posts
March 17 2013 13:09 GMT
#325
On March 17 2013 22:05 dacimvrl wrote:
Show nested quote +
On March 17 2013 22:03 AIKfans87 wrote:
Avilo spot on! I want to see at least one GSl before any changes to be made. But spidermines is the unit that may need change somehow.


In an interview, David Kim did mention that they are monitoring widow mines, and considering changes/nerfs to the blast radius of the missiles IIRC.


Yeah I read it and I understand why they monitoring them. It does a bit much dmg vs light units that are clumped up. But It always takes a whilebefore getting used to play vs it so no need to rush nerfs like in WoL.

We don't need below 10% terran on the ladder due to nerfhammer.
Sweden fighting!!
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
Last Edited: 2013-03-17 13:14:11
March 17 2013 13:13 GMT
#326
On March 17 2013 21:59 dacimvrl wrote:
Show nested quote +
On March 17 2013 18:59 Bagi wrote:
I agree with Avilo that medivac speed is necessary and a good thing to have in the game (separate the good from the bad), but I think everyone can agree that its slightly too strong in its current form.

Either give the ability a small energy cost or double the cooldown, An energy cost would force terrans to choose between boosting and healing. A longer cooldown would make terrans choose between boosting into a base and out of it, in most cases you won't be able to do both.

E. Can't believe Rabiator isn't banned and it still trolling people with this "BW is more casual"-bullcrap.


I play terran and I may be biased, but I do not think there's enough evidence that HotS medivac boosters are OP yet, because it was completely shut down by several players at MLG yesterday without hassle. With the boosters engaged, medivacs' speed is the same as the HotS mutas, and leenock and ret were consistently able to hunt them down or destroy them before the drops even happened. Ret even used vipers to abduct fleeing medivacs. That was some impressive play. Now, what was the problem the pros were facing then? Clumped up mutas vs multi-pronged drops and not having enough static defences, which has never been a balance issue, but a strategic one.

For PvT, MC shut down Mvp's drops w/ his phoenix/oracle opening ezpz.

and to those qqing about that there's no risk/cost associated with the ability, where's the cost/risk associated with the new mutas (passive speed increase, no risk at all) and phoenix (+1 range passive)? Would you rather have the speed of medivacs be passive so it's even with the new mutas/phoenix? In this regard, the medivacs got the short end of the stick, wouldn't you agree?


So basically "it's easy to shut down something almost all terrans will do every game, you just have to go a specific tech path as Zerg or Protoss".

That means it's broken.

If you NEED to go air to beat drops easily, what's the point in having all those other units? You are saying medivacs are fine, because you can easily beat them if you limit your strategic/tech options in the game.

Maybe it terran wasn't 90% guaranteed to be going medivacs every game, that would be fine, but terrans almost always go medivacs, unless they are going mech, which means the only way to beat them is to limit your tech paths, because everything else sucks against them.

The other problem is the really obvious one.
MAPS.
Stupidfast OP dropships on WoL maps... are you kidding?
Stupidfast dropships on maps designed with WoL mapping experience... are you kidding?

A map like Cloud Kingdom, or one of the new maps, where the ground travel time between the main and third is absurd means but air distance is pretty much zero medivacs can do whatever the hell they want. And then there's the massive open air space behind bases in Cloud Kingdom.

I still think medivac speed is wrongly designed/implemented, as it IS too strong, because it allows you to get in and out again with a boost with no real issues, and unless the opponent picks a specific tech tree they can't do much.
But maps are also being used which are either WoL maps, or designed for WoL balance, and speed medivacs break that balance because they are far far far far more abusive than old medivacs. Maps need to catch up too, but inherently the design is also overpowered because you can get in and then out as well by using the boost... that is wrong, IMO.
HOLY CHECK!
FatNikE
Profile Joined March 2013
United Kingdom52 Posts
March 17 2013 13:24 GMT
#327
On March 05 2013 09:24 baldgye wrote:
Show nested quote +
On March 05 2013 09:16 Lunareste wrote:
On March 05 2013 09:12 SoOJuuu wrote:
its not that speedvacs are OP,
the fact that it doesnt use energy does. It would be like stim without the damage....

no risk to not use it
once again blizzard doesnt understand. [insert idra past comment with the tire iron]


Why is this inherently bad?

Saying Medivacs shouldn't be able to use Afterburners without cost is like saying that Blinking your Stalkers should cost shields. Units having useful abilities isn't a bad thing for the game, especially when their uses will eventually lead to differences in player skill.


Clearly you don't understand the game, as those things are not even close to similar.


Yeah. A unit with a cool-down based ability that greatly increases mobility and raises the skill ceiling. Not even close to similar (despite being virtually exactly the same.)
dacimvrl
Profile Joined December 2011
Vatican City State582 Posts
Last Edited: 2013-03-17 13:37:03
March 17 2013 13:32 GMT
#328
On March 17 2013 22:13 Lonyo wrote:
Show nested quote +
On March 17 2013 21:59 dacimvrl wrote:
On March 17 2013 18:59 Bagi wrote:
I agree with Avilo that medivac speed is necessary and a good thing to have in the game (separate the good from the bad), but I think everyone can agree that its slightly too strong in its current form.

Either give the ability a small energy cost or double the cooldown, An energy cost would force terrans to choose between boosting and healing. A longer cooldown would make terrans choose between boosting into a base and out of it, in most cases you won't be able to do both.

E. Can't believe Rabiator isn't banned and it still trolling people with this "BW is more casual"-bullcrap.


I play terran and I may be biased, but I do not think there's enough evidence that HotS medivac boosters are OP yet, because it was completely shut down by several players at MLG yesterday without hassle. With the boosters engaged, medivacs' speed is the same as the HotS mutas, and leenock and ret were consistently able to hunt them down or destroy them before the drops even happened. Ret even used vipers to abduct fleeing medivacs. That was some impressive play. Now, what was the problem the pros were facing then? Clumped up mutas vs multi-pronged drops and not having enough static defences, which has never been a balance issue, but a strategic one.

For PvT, MC shut down Mvp's drops w/ his phoenix/oracle opening ezpz.

and to those qqing about that there's no risk/cost associated with the ability, where's the cost/risk associated with the new mutas (passive speed increase, no risk at all) and phoenix (+1 range passive)? Would you rather have the speed of medivacs be passive so it's even with the new mutas/phoenix? In this regard, the medivacs got the short end of the stick, wouldn't you agree?


So basically "it's easy to shut down something almost all terrans will do every game, you just have to go a specific tech path as Zerg or Protoss".

That means it's broken.

If you NEED to go air to beat drops easily, what's the point in having all those other units? You are saying medivacs are fine, because you can easily beat them if you limit your strategic/tech options in the game.

Maybe it terran wasn't 90% guaranteed to be going medivacs every game, that would be fine, but terrans almost always go medivacs, unless they are going mech, which means the only way to beat them is to limit your tech paths, because everything else sucks against them.

The other problem is the really obvious one.
MAPS.
Stupidfast OP dropships on WoL maps... are you kidding?
Stupidfast dropships on maps designed with WoL mapping experience... are you kidding?

A map like Cloud Kingdom, or one of the new maps, where the ground travel time between the main and third is absurd means but air distance is pretty much zero medivacs can do whatever the hell they want. And then there's the massive open air space behind bases in Cloud Kingdom.

I still think medivac speed is wrongly designed/implemented, as it IS too strong, because it allows you to get in and out again with a boost with no real issues, and unless the opponent picks a specific tech tree they can't do much.
But maps are also being used which are either WoL maps, or designed for WoL balance, and speed medivacs break that balance because they are far far far far more abusive than old medivacs. Maps need to catch up too, but inherently the design is also overpowered because you can get in and then out as well by using the boost... that is wrong, IMO.


isn't that the whole game?? you build what counters your opponent's units.... Terrans always have to go vikings vs toss because 90% of them go colossi vs terran? With your logic, colossi are broken too........ Terrans always have to tech to ghosts vs HTs, in that regard HTs are broken too.. Terrans have to go marauders vs roaches or Ultras, I guess those are broken too.... It''s one hard-counter unit, not an entire tech path, fyi.
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
March 17 2013 13:43 GMT
#329
On March 17 2013 22:32 dacimvrl wrote:
Show nested quote +
On March 17 2013 22:13 Lonyo wrote:
On March 17 2013 21:59 dacimvrl wrote:
On March 17 2013 18:59 Bagi wrote:
I agree with Avilo that medivac speed is necessary and a good thing to have in the game (separate the good from the bad), but I think everyone can agree that its slightly too strong in its current form.

Either give the ability a small energy cost or double the cooldown, An energy cost would force terrans to choose between boosting and healing. A longer cooldown would make terrans choose between boosting into a base and out of it, in most cases you won't be able to do both.

E. Can't believe Rabiator isn't banned and it still trolling people with this "BW is more casual"-bullcrap.


I play terran and I may be biased, but I do not think there's enough evidence that HotS medivac boosters are OP yet, because it was completely shut down by several players at MLG yesterday without hassle. With the boosters engaged, medivacs' speed is the same as the HotS mutas, and leenock and ret were consistently able to hunt them down or destroy them before the drops even happened. Ret even used vipers to abduct fleeing medivacs. That was some impressive play. Now, what was the problem the pros were facing then? Clumped up mutas vs multi-pronged drops and not having enough static defences, which has never been a balance issue, but a strategic one.

For PvT, MC shut down Mvp's drops w/ his phoenix/oracle opening ezpz.

and to those qqing about that there's no risk/cost associated with the ability, where's the cost/risk associated with the new mutas (passive speed increase, no risk at all) and phoenix (+1 range passive)? Would you rather have the speed of medivacs be passive so it's even with the new mutas/phoenix? In this regard, the medivacs got the short end of the stick, wouldn't you agree?


So basically "it's easy to shut down something almost all terrans will do every game, you just have to go a specific tech path as Zerg or Protoss".

That means it's broken.

If you NEED to go air to beat drops easily, what's the point in having all those other units? You are saying medivacs are fine, because you can easily beat them if you limit your strategic/tech options in the game.

Maybe it terran wasn't 90% guaranteed to be going medivacs every game, that would be fine, but terrans almost always go medivacs, unless they are going mech, which means the only way to beat them is to limit your tech paths, because everything else sucks against them.

The other problem is the really obvious one.
MAPS.
Stupidfast OP dropships on WoL maps... are you kidding?
Stupidfast dropships on maps designed with WoL mapping experience... are you kidding?

A map like Cloud Kingdom, or one of the new maps, where the ground travel time between the main and third is absurd means but air distance is pretty much zero medivacs can do whatever the hell they want. And then there's the massive open air space behind bases in Cloud Kingdom.

I still think medivac speed is wrongly designed/implemented, as it IS too strong, because it allows you to get in and out again with a boost with no real issues, and unless the opponent picks a specific tech tree they can't do much.
But maps are also being used which are either WoL maps, or designed for WoL balance, and speed medivacs break that balance because they are far far far far more abusive than old medivacs. Maps need to catch up too, but inherently the design is also overpowered because you can get in and then out as well by using the boost... that is wrong, IMO.


isn't that the whole game?? you build what counters your opponent's units.... Terrans always have to go vikings vs toss because 90% of them go colossi vs terran? With your logic, colossi are broken too........ Terrans always have to tech to ghosts vs HTs, in that regard HTs are broken too.. Terrans have to go marauders vs roaches or Ultras, I guess those are broken too.... It''s one hard-counter unit, not an entire tech path, fyi.


Which is one of the things they were trying to "fix" with HotS... like vipers for zerg to counter colossi instead of requiring corruptors.
Which is why introducing a change to a unit that brings back that element is stupid.
HOLY CHECK!
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
Last Edited: 2013-03-17 13:54:02
March 17 2013 13:46 GMT
#330
from viewership experience i think widow mines need some work, and this is already under investigation. medivac boost might be ok, the original speed was designed for smaller maps when WOL came out.

Also note, that the cheap defense/ground control allows the terran to literally have his whole army underway in drop ships. So a nerf of widows will also nerf drop play slightly. currently it is russian roulette to counter drops with ling runbys

btw its funny, that zergs wanted the lurker back and terran got it. widows are more similar to lurkers than swarmhosts. especially the psychological impact of knowing widows are on the field leads to a hard limitation of mobility, as you have to check each walking path before moving. lurkers where the reason why i picked zerg in bw
21 is half the truth
dacimvrl
Profile Joined December 2011
Vatican City State582 Posts
March 17 2013 13:56 GMT
#331
On March 17 2013 22:43 Lonyo wrote:
Show nested quote +
On March 17 2013 22:32 dacimvrl wrote:
On March 17 2013 22:13 Lonyo wrote:
On March 17 2013 21:59 dacimvrl wrote:
On March 17 2013 18:59 Bagi wrote:
I agree with Avilo that medivac speed is necessary and a good thing to have in the game (separate the good from the bad), but I think everyone can agree that its slightly too strong in its current form.

Either give the ability a small energy cost or double the cooldown, An energy cost would force terrans to choose between boosting and healing. A longer cooldown would make terrans choose between boosting into a base and out of it, in most cases you won't be able to do both.

E. Can't believe Rabiator isn't banned and it still trolling people with this "BW is more casual"-bullcrap.


I play terran and I may be biased, but I do not think there's enough evidence that HotS medivac boosters are OP yet, because it was completely shut down by several players at MLG yesterday without hassle. With the boosters engaged, medivacs' speed is the same as the HotS mutas, and leenock and ret were consistently able to hunt them down or destroy them before the drops even happened. Ret even used vipers to abduct fleeing medivacs. That was some impressive play. Now, what was the problem the pros were facing then? Clumped up mutas vs multi-pronged drops and not having enough static defences, which has never been a balance issue, but a strategic one.

For PvT, MC shut down Mvp's drops w/ his phoenix/oracle opening ezpz.

and to those qqing about that there's no risk/cost associated with the ability, where's the cost/risk associated with the new mutas (passive speed increase, no risk at all) and phoenix (+1 range passive)? Would you rather have the speed of medivacs be passive so it's even with the new mutas/phoenix? In this regard, the medivacs got the short end of the stick, wouldn't you agree?


So basically "it's easy to shut down something almost all terrans will do every game, you just have to go a specific tech path as Zerg or Protoss".

That means it's broken.

If you NEED to go air to beat drops easily, what's the point in having all those other units? You are saying medivacs are fine, because you can easily beat them if you limit your strategic/tech options in the game.

Maybe it terran wasn't 90% guaranteed to be going medivacs every game, that would be fine, but terrans almost always go medivacs, unless they are going mech, which means the only way to beat them is to limit your tech paths, because everything else sucks against them.

The other problem is the really obvious one.
MAPS.
Stupidfast OP dropships on WoL maps... are you kidding?
Stupidfast dropships on maps designed with WoL mapping experience... are you kidding?

A map like Cloud Kingdom, or one of the new maps, where the ground travel time between the main and third is absurd means but air distance is pretty much zero medivacs can do whatever the hell they want. And then there's the massive open air space behind bases in Cloud Kingdom.

I still think medivac speed is wrongly designed/implemented, as it IS too strong, because it allows you to get in and out again with a boost with no real issues, and unless the opponent picks a specific tech tree they can't do much.
But maps are also being used which are either WoL maps, or designed for WoL balance, and speed medivacs break that balance because they are far far far far more abusive than old medivacs. Maps need to catch up too, but inherently the design is also overpowered because you can get in and then out as well by using the boost... that is wrong, IMO.


isn't that the whole game?? you build what counters your opponent's units.... Terrans always have to go vikings vs toss because 90% of them go colossi vs terran? With your logic, colossi are broken too........ Terrans always have to tech to ghosts vs HTs, in that regard HTs are broken too.. Terrans have to go marauders vs roaches or Ultras, I guess those are broken too.... It''s one hard-counter unit, not an entire tech path, fyi.


Which is one of the things they were trying to "fix" with HotS... like vipers for zerg to counter colossi instead of requiring corruptors.
Which is why introducing a change to a unit that brings back that element is stupid.

I don't think that you understand the meaning of this. It's not necessary a "pblm" vs "fix" scenario, it's a strategy game, and there's nothing wrong with units that counter certain units better than others..... it may be blatantly obvious, but I am just gonna throw it out there anyway..
Decendos
Profile Joined August 2011
Germany1341 Posts
March 17 2013 13:58 GMT
#332
yeah just nerf mines slightly. would be awesome if they just did 100% friendly damage so T just cant sit above them and if Z attacks T just stims and clicks behind the mines. either Z units explode in mines or you have to move back while T slowly forward burrows the mines and tanks in your face. the problem is not mines by themselves but Z has nothing to kill mines (with single lings for example) if they are protected by MMM + hellbats. and T players havent even started to add hellbats to their comp. once they start dropping MM + hellbat...holy fuck superfast medivacs AND you cant defend with lings?! congratz, Z will be superfucked once T start to REALLY abuse this. right now its kindergarten compared to what is possible if mines and hellbats are mixed in the drops!

the medivacspeed is fine, it just needs to have a drawback. there are numerous suggestions. cost a significant amount of energy (has to hurt...25 will do literally nothing), way higher cooldown, cant load or unload unit for x amount of sec after using it, cant heal after using it for x amount of sec, whatever.
dacimvrl
Profile Joined December 2011
Vatican City State582 Posts
Last Edited: 2013-03-17 14:15:21
March 17 2013 14:09 GMT
#333
On March 17 2013 22:58 Decendos wrote:

the medivacspeed is fine, it just needs to have a drawback. there are numerous suggestions. cost a significant amount of energy (has to hurt...25 will do literally nothing), way higher cooldown, cant load or unload unit for x amount of sec after using it, cant heal after using it for x amount of sec, whatever.


what do you say the drawback of the new passive muta speed buff is then? It's always on and you don't even have to hit a button to activate it, no cool down either.. Not to mention medivacs aren't even faster than mutas with the boosters engaged....

in hots, mutas got perma speed buff and increased regen, medivacs got a cooldown-based speed boost.. mutas obviously got the better deal.. so what do you say to make the muta speed a cooldown-based ability too?
Bagi
Profile Joined August 2010
Germany6799 Posts
March 17 2013 14:11 GMT
#334
On March 17 2013 22:58 Decendos wrote:
yeah just nerf mines slightly. would be awesome if they just did 100% friendly damage

They already do 100% friendly damage.
Decendos
Profile Joined August 2011
Germany1341 Posts
March 17 2013 14:16 GMT
#335
On March 17 2013 23:11 Bagi wrote:
Show nested quote +
On March 17 2013 22:58 Decendos wrote:
yeah just nerf mines slightly. would be awesome if they just did 100% friendly damage

They already do 100% friendly damage.


really? okay well then they need to lower radius a bit ^^

On March 17 2013 23:09 dacimvrl wrote:
Show nested quote +
On March 17 2013 22:58 Decendos wrote:

the medivacspeed is fine, it just needs to have a drawback. there are numerous suggestions. cost a significant amount of energy (has to hurt...25 will do literally nothing), way higher cooldown, cant load or unload unit for x amount of sec after using it, cant heal after using it for x amount of sec, whatever.


what do you say the drawback of the new passive muta speed buff is then? It's always on and you don't even have to hit a button to activate it, no cool down either.. Not to mention medivacs aren't even faster than mutas with the boosters engaged....

in hots, mutas got perma speed buff and increased regen, medivacs got a cooldown based speed boost.. mutas obviously got the better deal..


yeah a 7% speedboost is the same as a 50% or so speedboost. oh wait speedboost/=speedboost. and btw ling bling muta needed a buff since not only did medivacs get faster but also mines being a hardcounter to ling bling muta and hellbats to ling bling was introduced. the day T start to cry about ling bling muta being imba will be a new dimension of crying. ^^
dacimvrl
Profile Joined December 2011
Vatican City State582 Posts
Last Edited: 2013-03-17 14:22:43
March 17 2013 14:19 GMT
#336
On March 17 2013 23:16 Decendos wrote:
Show nested quote +
On March 17 2013 23:11 Bagi wrote:
On March 17 2013 22:58 Decendos wrote:
yeah just nerf mines slightly. would be awesome if they just did 100% friendly damage

They already do 100% friendly damage.


really? okay well then they need to lower radius a bit ^^

Show nested quote +
On March 17 2013 23:09 dacimvrl wrote:
On March 17 2013 22:58 Decendos wrote:

the medivacspeed is fine, it just needs to have a drawback. there are numerous suggestions. cost a significant amount of energy (has to hurt...25 will do literally nothing), way higher cooldown, cant load or unload unit for x amount of sec after using it, cant heal after using it for x amount of sec, whatever.


what do you say the drawback of the new passive muta speed buff is then? It's always on and you don't even have to hit a button to activate it, no cool down either.. Not to mention medivacs aren't even faster than mutas with the boosters engaged....

in hots, mutas got perma speed buff and increased regen, medivacs got a cooldown based speed boost.. mutas obviously got the better deal..


yeah a 7% speedboost is the same as a 50% or so speedboost. oh wait speedboost/=speedboost. and btw ling bling muta needed a buff since not only did medivacs get faster but also mines being a hardcounter to ling bling muta and hellbats to ling bling was introduced. the day T start to cry about ling bling muta being imba will be a new dimension of crying. ^^


lol, nice dodge so what's the drawback again? none, nada.. btw, hellbats weren't introduced to address ling/bling..... if you actually followed the dev posts, it was introduced to make mech viable in tvp......... and medivac speed was introduced cuz of how drops were shut down so easily, now drops are more viable, and ppl start to qq.... dude, go get all your facts straight.. i mean, you didn't even know how widow mines worked, and you were qqing about something they already do.. god, why do i even bother..
Decendos
Profile Joined August 2011
Germany1341 Posts
March 17 2013 14:22 GMT
#337
On March 17 2013 23:19 dacimvrl wrote:
Show nested quote +
On March 17 2013 23:16 Decendos wrote:
On March 17 2013 23:11 Bagi wrote:
On March 17 2013 22:58 Decendos wrote:
yeah just nerf mines slightly. would be awesome if they just did 100% friendly damage

They already do 100% friendly damage.


really? okay well then they need to lower radius a bit ^^

On March 17 2013 23:09 dacimvrl wrote:
On March 17 2013 22:58 Decendos wrote:

the medivacspeed is fine, it just needs to have a drawback. there are numerous suggestions. cost a significant amount of energy (has to hurt...25 will do literally nothing), way higher cooldown, cant load or unload unit for x amount of sec after using it, cant heal after using it for x amount of sec, whatever.


what do you say the drawback of the new passive muta speed buff is then? It's always on and you don't even have to hit a button to activate it, no cool down either.. Not to mention medivacs aren't even faster than mutas with the boosters engaged....

in hots, mutas got perma speed buff and increased regen, medivacs got a cooldown based speed boost.. mutas obviously got the better deal..


yeah a 7% speedboost is the same as a 50% or so speedboost. oh wait speedboost/=speedboost. and btw ling bling muta needed a buff since not only did medivacs get faster but also mines being a hardcounter to ling bling muta and hellbats to ling bling was introduced. the day T start to cry about ling bling muta being imba will be a new dimension of crying. ^^


lol, nice dodge so what's the drawback again? none, nada.. btw, hellbats weren't introduced to address ling/bling..... if you actually followed the dev posts, it was introduced to make mech viable in tvp......... dude, go get all your facts straight.. god, why do i even bother..


yeah hellbats are introduced to kill zealots...but guess what they also rape lings and are decent vs banes. and mines also was introduced and counters ling, blings and mutas. and yes mutaspeed and regen has no drawback because they TESTED it and mutas were unplayable before this change because of the mentioned new counters hellabts, mines and faster medivacs.

so safe your comment why you even bother if you just dont want your race being balanced but rather like to abuse imbaspeed and mines. luckily most players want a balanced and fun game so you will need to deal with a patch that brings back balance.
dacimvrl
Profile Joined December 2011
Vatican City State582 Posts
Last Edited: 2013-03-17 14:28:06
March 17 2013 14:27 GMT
#338
On March 17 2013 23:22 Decendos wrote:
Show nested quote +
On March 17 2013 23:19 dacimvrl wrote:
On March 17 2013 23:16 Decendos wrote:
On March 17 2013 23:11 Bagi wrote:
On March 17 2013 22:58 Decendos wrote:
yeah just nerf mines slightly. would be awesome if they just did 100% friendly damage

They already do 100% friendly damage.


really? okay well then they need to lower radius a bit ^^

On March 17 2013 23:09 dacimvrl wrote:
On March 17 2013 22:58 Decendos wrote:

the medivacspeed is fine, it just needs to have a drawback. there are numerous suggestions. cost a significant amount of energy (has to hurt...25 will do literally nothing), way higher cooldown, cant load or unload unit for x amount of sec after using it, cant heal after using it for x amount of sec, whatever.


what do you say the drawback of the new passive muta speed buff is then? It's always on and you don't even have to hit a button to activate it, no cool down either.. Not to mention medivacs aren't even faster than mutas with the boosters engaged....

in hots, mutas got perma speed buff and increased regen, medivacs got a cooldown based speed boost.. mutas obviously got the better deal..


yeah a 7% speedboost is the same as a 50% or so speedboost. oh wait speedboost/=speedboost. and btw ling bling muta needed a buff since not only did medivacs get faster but also mines being a hardcounter to ling bling muta and hellbats to ling bling was introduced. the day T start to cry about ling bling muta being imba will be a new dimension of crying. ^^


lol, nice dodge so what's the drawback again? none, nada.. btw, hellbats weren't introduced to address ling/bling..... if you actually followed the dev posts, it was introduced to make mech viable in tvp......... dude, go get all your facts straight.. god, why do i even bother..


yeah hellbats are introduced to kill zealots...but guess what they also rape lings and are decent vs banes. and mines also was introduced and counters ling, blings and mutas. and yes mutaspeed and regen has no drawback because they TESTED it and mutas were unplayable before this change because of the mentioned new counters hellabts, mines and faster medivacs.

so safe your comment why you even bother if you just dont want your race being balanced but rather like to abuse imbaspeed and mines. luckily most players want a balanced and fun game so you will need to deal with a patch that brings back balance.


lol, so let me get this straight, if it's zerg, it means they tested it, and if it's terran, they never tested it? It's not even that I don't want my race to be balanced, but look at the interviews at MLG, pro zerg players like Suppy addressed the issue, he said it's not a balance issue, but ppl just haven't figured out the specific timings..etc. Then again, I guess you know more about balance and ZvT than the pro zerg players.. Hell, the game hasn't even been out for a week, and people are already crying imba..
Fig
Profile Joined March 2010
United States1324 Posts
Last Edited: 2013-03-17 14:30:49
March 17 2013 14:29 GMT
#339
The thing about the speed boost is that, besides opening up new strategies for Terran, it also makes all of their bio/drop strats from WoL much more potent. By assigning an additional 3 APM (turning on the boost 3 times a minute) to the control of drops, a terran can double their drop effectiveness from WoL. While the other races are scrambling to adapt to faster drop timings by cutting things from their builds and experimenting with their new toys to find an answer, terrans are able to do the same thing as before, which gives them a leg up right now.
Can't elope with my cantaloupe
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2013-03-17 14:36:14
March 17 2013 14:34 GMT
#340
On March 17 2013 19:03 Hypemeup wrote:
Show nested quote +
On March 17 2013 18:59 Bagi wrote:
I agree with Avilo that medivac speed is necessary and a good thing to have in the game (separate the good from the bad), but I think everyone can agree that its slightly too strong in its current form.

Either give the ability a small energy cost or double the cooldown, An energy cost would force terrans to choose between boosting and healing. A longer cooldown would make terrans choose between boosting into a base and out of it, in most cases you won't be able to do both.


A cooldown increase would be way better compared to an energy cost. Medivacs already struggle with energy healing any mid-large bioforce. I'd rather have the pros pick between using the speed for entry or exit.


I'd go with an energy cost of 50 and remove the cooldown entirely. If someone really wants to get a medivac into someones base then they should be able to. You can't stop a zerg that really wants to drop you - they send 10 overlords. Also introduces new micro to the game - turning heal on and off.

Hellbats get slaughtered by banelings. The only thing that saves them is the siege tanks almost inevitably behind them.
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