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Situation Report: HoTS Balance - Page 32

Forum Index > SC2 General
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aksfjh
Profile Joined November 2010
United States4853 Posts
March 19 2013 05:53 GMT
#621
On March 19 2013 14:41 Rabiator wrote:
Show nested quote +
On March 19 2013 14:19 aksfjh wrote:
On March 19 2013 14:08 Rabiator wrote:
On March 19 2013 13:29 docvoc wrote:
On March 19 2013 13:20 Serpico wrote:
On March 19 2013 13:17 GinDo wrote:
On March 19 2013 11:57 Hinoba wrote:
range on vipers, splash(in general on mines) and after burners is something to be looked at. Yes it's fun to watch, doesn't mean it's balanced.


To be honest I'm okay with the state of the game. BW was imbalanced as hell, but still very awesome. Unless something is extremely gamebreaking like 5 Rax Reaper I'd rather Blizzard not touch it for now.

BW was balanced pretty well with good maps actually when you think about how it was left unchanged for so many years.

The maps balancing things out isn't going to work as well for SC2, just because the map making teams aren't getting blizz to look at their stuff as much as in BW when things were a bit more open. That said, I'd like to see how things are balanced via maps in HotS I feel that now that Blizz has a big competitor other than it's previous games in terms of viewership, they will be more open to making this a much better experience.

It is worse than that. Maps have ever fewer influence over the gameplay balance because there are so many "just ignore terrain limitations" abilities AND racially specific boosts which prevent them from using certain map features.

Cliffjump/-walk, Blink, Nydus worm anywhere and now Vipers can either abduct their enemies from a safe entrenched position into a mass of Zerg OR they can move their own tough units to where they couldnt have gotten before. So there is a growing list of features which mapmakers can NOT ADD because it would give one race an advantage. Gold minerals and cliffs overlooking bases are more or less gone from the map pool; narrow chokes are "too good for Protoss" to include and abducting Ultralisks into an enemy's main base might require them to be surrounded by a "larger than abduct range" kind of void.

On March 19 2013 13:48 Clazziquai10 wrote:
As a terran, i agree with speeedvacs needing a tradeoff. It should require an upgrade or require energy. Or maybe something like, in the 10 seconds following the boost, it travels at half its usual speed.

Neither of those really solve the problem of super-doom-drops racing into an enemy's base. They only delay it (in the case of an upgrade) or make the Medivacs more Feedback-proof (in the case of an energy cost). Sure you can prevent the ability from being spammed with that energy cost, but it doesnt change the effect one bit.

On March 19 2013 03:21 Crownlol wrote:
On March 19 2013 03:01 Rabiator wrote:
On March 19 2013 01:17 Whitewing wrote:
On March 19 2013 00:57 Rabiator wrote:
On March 18 2013 23:35 Plansix wrote:
On March 18 2013 23:31 tauliss wrote:
On March 18 2013 23:17 Cloak wrote:
[quote]

Yea, but what happens afterward when Terran has map control and a stronger army? Uncontested macro -> gg.



Yeah, but isn't this your fault. It's not like protoss can't contest for map control. Even now more so than ever protoss should have an easier time taking map control. You have this ability called RECALL that you can use to get out of trouble. Maybe also I'm missing something here, if it is 2 base vs 2 base in pvt how does the terran have the advantage. Aslong as you don't tech too hard the army value should be about equal. Again it's all about keeping an eye on your opponent.


Once the terran gets to four medivacs, the protoss currently loses map control due to the fact that the terran can doom drop their base. In a base race, the terran always has the advantage due to the fact that they can fly their buildings. Because of the fear of the doom drop, the protoss is force to stay home and defend while the terran can expand to a third.

This is the current metagame, which can change if the protoss figures out how to delay that third without risking a full base race. It may be through harassment of some sort, but the terran currently has control of the map in the mid game with the speed of the medivac.

Terrans can only doom drop the Protoss base because Protoss are stupid and DO NOT BUILD CANNONS to prevent Medivacs from even getting in. That is the only real option to defend against something like this, because it requires no actions on the defenders side AND it costs zero supply!

Just make sure to completely ignore the Day[9] mantra of "thats a [INSERT STATIC DEFENSE] he didnt want to build" and build a large enough number of static defenses to deter even a doom drop. You dont have to start with that number because drops start with a single Medivac, but you need to add to the number of cannons defending the outer rim of your main base and the natural. There is usually only one spot where those shuttles come in for each of these two bases AND the cannons are nice in the early game against Reapers as well (depending on the map though).


On March 19 2013 00:52 nojok wrote:
First big tourney result : zerg, terran x2, protoss. Life, Flash & MC are recognised as true masters of starcraft, innovation a bit less. Not much to say about balance right now & the games have been really entertaining during the tourney. Good job blizzard, I thought I would not buy hots but I now give it a try as it seems more fun than the stagnating meta of wol.

Wait & see, letting mapmakers working around the current balance is also a key about success, they were the true masters of BW.

Mapmakers are limited by Blizzards unit design, because there is no cliff overlooking bases anymore and gold minerals? Nah ... They cant fix those screw-ups of the dev team, they can only lessen the impact of stupid design.


Right, let's just ring the main base with 30 cannons to have 3-4 cannons in range of every possible drop location to stop a doom drop, because anything less and he'll just scan, find the open spot, and boost right in or over the cannons. And we'll do that at the 10-12 minute mark when he's got 4 medivacs and more coming and have no units at all, so we lose when he stims in the front door. Oh, and forget about taking a third base with all that money invested into cannons. Let's not forget that if he can unload in the corner of your base and then stim into your cannon wall, the cannons will be worthless, because they suck at dealing damage to MMM.

You can't cannon up enough to stop a doom drop against speed medivacs before you're maxed out on 3-4 bases or until you've got storm and a bunch of high templar to buy time.

There isnt any other option to covering your bases with static defenses ... well you could leave your army there, but that would be giving up map control entirely, so it isnt really an option. So if you come to the conclusion that "defending with cannons is not viable" then the Medivac boost must be rather overpowered / imbalanced.

Doom drops have been powerful in WoL already and even more so in lower leagues, because players dont have the same map awareness and reaction time as pros do, so boosting that potential is kinda dubious to begin with.


On March 19 2013 01:16 Plansix wrote:
On March 19 2013 00:57 Rabiator wrote:
On March 18 2013 23:35 Plansix wrote:
On March 18 2013 23:31 tauliss wrote:
On March 18 2013 23:17 Cloak wrote:
[quote]

Yea, but what happens afterward when Terran has map control and a stronger army? Uncontested macro -> gg.



Yeah, but isn't this your fault. It's not like protoss can't contest for map control. Even now more so than ever protoss should have an easier time taking map control. You have this ability called RECALL that you can use to get out of trouble. Maybe also I'm missing something here, if it is 2 base vs 2 base in pvt how does the terran have the advantage. Aslong as you don't tech too hard the army value should be about equal. Again it's all about keeping an eye on your opponent.


Once the terran gets to four medivacs, the protoss currently loses map control due to the fact that the terran can doom drop their base. In a base race, the terran always has the advantage due to the fact that they can fly their buildings. Because of the fear of the doom drop, the protoss is force to stay home and defend while the terran can expand to a third.

This is the current metagame, which can change if the protoss figures out how to delay that third without risking a full base race. It may be through harassment of some sort, but the terran currently has control of the map in the mid game with the speed of the medivac.

Terrans can only doom drop the Protoss base because Protoss are stupid and DO NOT BUILD CANNONS to prevent Medivacs from even getting in. That is the only real option to defend against something like this, because it requires no actions on the defenders side AND it costs zero supply!

Just make sure to completely ignore the Day[9] mantra of "thats a [INSERT STATIC DEFENSE] he didnt want to build" and build a large enough number of static defenses to deter even a doom drop. You dont have to start with that number because drops start with a single Medivac, but you need to add to the number of cannons defending the outer rim of your main base and the natural. There is usually only one spot where those shuttles come in for each of these two bases AND the cannons are nice in the early game against Reapers as well (depending on the map though).


On March 19 2013 00:52 nojok wrote:
First big tourney result : zerg, terran x2, protoss. Life, Flash & MC are recognised as true masters of starcraft, innovation a bit less. Not much to say about balance right now & the games have been really entertaining during the tourney. Good job blizzard, I thought I would not buy hots but I now give it a try as it seems more fun than the stagnating meta of wol.

Wait & see, letting mapmakers working around the current balance is also a key about success, they were the true masters of BW.

Mapmakers are limited by Blizzards unit design, because there is no cliff overlooking bases anymore and gold minerals? Nah ... They cant fix those screw-ups of the dev team, they can only lessen the impact of stupid design.

Says the man who stated that he wouldn't buy hots and didn't play SC2. Boosted medivacs have a sight range of 10, a speed that is faster than any unit in the game when boosted and turn on a dime. They are just going to fly around the cannons that cannot move to chase them. There are no amount of photon cannons you can build that is going to stop a doom drop, since they can just fly around them. And not on two bases.

The protoss army is not leaving while there are 2-4 medivacs on the field until their own 3rd base is secure. No amount of cannons is going to let them leave.

If you plant your cannons in a stupid position then surely they will be "flown around", but for most main bases there arent "a bazillion points of entrance" (as you suggested) and all anti-air static defenses have a decent range to begin with, so your argument is kinda hollow and "auto-anti-Rabiator-ish".

Even a doom drop isnt that powerful, since it still takes time to unload the units.

The whole point is that there must be a way to defend against this ... and if there isnt then the developers skill must be called into question. Maybe a combination of a few cannons and some Phoenix set on auto-patrol around your two first bases (for additional vision around them and increased warning time) would be the right way to defend ... the crucial part are the Medivacs and killing them is the all-important goal to stopping them.

The point is that even after you have your 3rd base "secured" your main bases are still vulnerable to doom drops and the Terran could easily get back into the game by destroying your main base and expansion (with all the crucial tech buildings in them) with a "desperation drop", so there really is ZERO ALTERNATIVE to covering your base entrances with cannons.

P.S.: You dont need to play the game to come to this conclusion, some common sense is enough.


Stargate openings have worked better for me than cannons. A few oracles into phoenixes works pretty well. Patrol or leave your phoenixes in a place where they often drop- catching a full medivac or two can be GG in sub-masters.

Well the point of cannons is that you dont need supply and they do not cost any gas. If you ever pull away your defensive flyers for any reason you become vulnerable again, so cannons can really become a replacement later on (when you have the economy to "spam them"). Later on is when they are probably needed most, since that is when the Terran has the economy to do a big drop.

The map thing is strictly a choice of mapmakers and the community. At the end of WoL, we STILL had safe overlord spying positions, and nobody seemed to care.

Oh? So it is the mapmakers fault that we dont have gold mineral bases on maps anymore and it is their fault as well that we dont have cliff positions overlooking bases anymore?

Many of the balance problems are based in one general gameplay decision made by Blizzard: the increased economy and production speed boosts. IF the economy was so small that those 4 Medivacs of the doom drop would be hard to replace then the risk of making such a drop would be far greater and equal to the gain. Since you can mass-produce the Medivacs from a reactored Starport it isnt that much of an investment. The same is true for Infestors which only became a problem when people started making 25+ of them and spamming the whole battle with the much-too-cheap Infested Terrans. So the long term solution isnt really to nerf the Medivac boost but rather to get rid of economic and production speed boosts.

There's a lot of issues that can be addressed with units and maps. I'm merely pointing out that some biases exist outside of Blizzard that greatly affect balance. Somewhere along the line, mapmakers decided they would give advantages to certain races and leave others out, like giving Zergs a safe spot for overlords in the early game, while intentionally leaving out tight chokes along main attack paths. A lot of blame goes to Blizzard when some of it should be shared with other portions, like community reactions, mapmakers, and tournament hosters.

With the first, look at this last MLG for a prime example of community overreaction, even from casters. Korean Terrans outplay foreign Ps and Zs and it's suddenly a "no brainer" that medivacs are OP? I already touched on the mapmakers. As for tournament organizers, they have the ability (and responsibility) to pick unorthodox maps, yet we often see the same maps turned 30° to 60° or with an expansion added/removed.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2013-03-19 06:02:50
March 19 2013 06:02 GMT
#622
On March 19 2013 14:53 aksfjh wrote:
Show nested quote +
On March 19 2013 14:41 Rabiator wrote:
On March 19 2013 14:19 aksfjh wrote:
On March 19 2013 14:08 Rabiator wrote:
On March 19 2013 13:29 docvoc wrote:
On March 19 2013 13:20 Serpico wrote:
On March 19 2013 13:17 GinDo wrote:
On March 19 2013 11:57 Hinoba wrote:
range on vipers, splash(in general on mines) and after burners is something to be looked at. Yes it's fun to watch, doesn't mean it's balanced.


To be honest I'm okay with the state of the game. BW was imbalanced as hell, but still very awesome. Unless something is extremely gamebreaking like 5 Rax Reaper I'd rather Blizzard not touch it for now.

BW was balanced pretty well with good maps actually when you think about how it was left unchanged for so many years.

The maps balancing things out isn't going to work as well for SC2, just because the map making teams aren't getting blizz to look at their stuff as much as in BW when things were a bit more open. That said, I'd like to see how things are balanced via maps in HotS I feel that now that Blizz has a big competitor other than it's previous games in terms of viewership, they will be more open to making this a much better experience.

It is worse than that. Maps have ever fewer influence over the gameplay balance because there are so many "just ignore terrain limitations" abilities AND racially specific boosts which prevent them from using certain map features.

Cliffjump/-walk, Blink, Nydus worm anywhere and now Vipers can either abduct their enemies from a safe entrenched position into a mass of Zerg OR they can move their own tough units to where they couldnt have gotten before. So there is a growing list of features which mapmakers can NOT ADD because it would give one race an advantage. Gold minerals and cliffs overlooking bases are more or less gone from the map pool; narrow chokes are "too good for Protoss" to include and abducting Ultralisks into an enemy's main base might require them to be surrounded by a "larger than abduct range" kind of void.

On March 19 2013 13:48 Clazziquai10 wrote:
As a terran, i agree with speeedvacs needing a tradeoff. It should require an upgrade or require energy. Or maybe something like, in the 10 seconds following the boost, it travels at half its usual speed.

Neither of those really solve the problem of super-doom-drops racing into an enemy's base. They only delay it (in the case of an upgrade) or make the Medivacs more Feedback-proof (in the case of an energy cost). Sure you can prevent the ability from being spammed with that energy cost, but it doesnt change the effect one bit.

On March 19 2013 03:21 Crownlol wrote:
On March 19 2013 03:01 Rabiator wrote:
On March 19 2013 01:17 Whitewing wrote:
On March 19 2013 00:57 Rabiator wrote:
On March 18 2013 23:35 Plansix wrote:
On March 18 2013 23:31 tauliss wrote:
[quote]

Yeah, but isn't this your fault. It's not like protoss can't contest for map control. Even now more so than ever protoss should have an easier time taking map control. You have this ability called RECALL that you can use to get out of trouble. Maybe also I'm missing something here, if it is 2 base vs 2 base in pvt how does the terran have the advantage. Aslong as you don't tech too hard the army value should be about equal. Again it's all about keeping an eye on your opponent.


Once the terran gets to four medivacs, the protoss currently loses map control due to the fact that the terran can doom drop their base. In a base race, the terran always has the advantage due to the fact that they can fly their buildings. Because of the fear of the doom drop, the protoss is force to stay home and defend while the terran can expand to a third.

This is the current metagame, which can change if the protoss figures out how to delay that third without risking a full base race. It may be through harassment of some sort, but the terran currently has control of the map in the mid game with the speed of the medivac.

Terrans can only doom drop the Protoss base because Protoss are stupid and DO NOT BUILD CANNONS to prevent Medivacs from even getting in. That is the only real option to defend against something like this, because it requires no actions on the defenders side AND it costs zero supply!

Just make sure to completely ignore the Day[9] mantra of "thats a [INSERT STATIC DEFENSE] he didnt want to build" and build a large enough number of static defenses to deter even a doom drop. You dont have to start with that number because drops start with a single Medivac, but you need to add to the number of cannons defending the outer rim of your main base and the natural. There is usually only one spot where those shuttles come in for each of these two bases AND the cannons are nice in the early game against Reapers as well (depending on the map though).


On March 19 2013 00:52 nojok wrote:
First big tourney result : zerg, terran x2, protoss. Life, Flash & MC are recognised as true masters of starcraft, innovation a bit less. Not much to say about balance right now & the games have been really entertaining during the tourney. Good job blizzard, I thought I would not buy hots but I now give it a try as it seems more fun than the stagnating meta of wol.

Wait & see, letting mapmakers working around the current balance is also a key about success, they were the true masters of BW.

Mapmakers are limited by Blizzards unit design, because there is no cliff overlooking bases anymore and gold minerals? Nah ... They cant fix those screw-ups of the dev team, they can only lessen the impact of stupid design.


Right, let's just ring the main base with 30 cannons to have 3-4 cannons in range of every possible drop location to stop a doom drop, because anything less and he'll just scan, find the open spot, and boost right in or over the cannons. And we'll do that at the 10-12 minute mark when he's got 4 medivacs and more coming and have no units at all, so we lose when he stims in the front door. Oh, and forget about taking a third base with all that money invested into cannons. Let's not forget that if he can unload in the corner of your base and then stim into your cannon wall, the cannons will be worthless, because they suck at dealing damage to MMM.

You can't cannon up enough to stop a doom drop against speed medivacs before you're maxed out on 3-4 bases or until you've got storm and a bunch of high templar to buy time.

There isnt any other option to covering your bases with static defenses ... well you could leave your army there, but that would be giving up map control entirely, so it isnt really an option. So if you come to the conclusion that "defending with cannons is not viable" then the Medivac boost must be rather overpowered / imbalanced.

Doom drops have been powerful in WoL already and even more so in lower leagues, because players dont have the same map awareness and reaction time as pros do, so boosting that potential is kinda dubious to begin with.


On March 19 2013 01:16 Plansix wrote:
On March 19 2013 00:57 Rabiator wrote:
On March 18 2013 23:35 Plansix wrote:
On March 18 2013 23:31 tauliss wrote:
[quote]

Yeah, but isn't this your fault. It's not like protoss can't contest for map control. Even now more so than ever protoss should have an easier time taking map control. You have this ability called RECALL that you can use to get out of trouble. Maybe also I'm missing something here, if it is 2 base vs 2 base in pvt how does the terran have the advantage. Aslong as you don't tech too hard the army value should be about equal. Again it's all about keeping an eye on your opponent.


Once the terran gets to four medivacs, the protoss currently loses map control due to the fact that the terran can doom drop their base. In a base race, the terran always has the advantage due to the fact that they can fly their buildings. Because of the fear of the doom drop, the protoss is force to stay home and defend while the terran can expand to a third.

This is the current metagame, which can change if the protoss figures out how to delay that third without risking a full base race. It may be through harassment of some sort, but the terran currently has control of the map in the mid game with the speed of the medivac.

Terrans can only doom drop the Protoss base because Protoss are stupid and DO NOT BUILD CANNONS to prevent Medivacs from even getting in. That is the only real option to defend against something like this, because it requires no actions on the defenders side AND it costs zero supply!

Just make sure to completely ignore the Day[9] mantra of "thats a [INSERT STATIC DEFENSE] he didnt want to build" and build a large enough number of static defenses to deter even a doom drop. You dont have to start with that number because drops start with a single Medivac, but you need to add to the number of cannons defending the outer rim of your main base and the natural. There is usually only one spot where those shuttles come in for each of these two bases AND the cannons are nice in the early game against Reapers as well (depending on the map though).


On March 19 2013 00:52 nojok wrote:
First big tourney result : zerg, terran x2, protoss. Life, Flash & MC are recognised as true masters of starcraft, innovation a bit less. Not much to say about balance right now & the games have been really entertaining during the tourney. Good job blizzard, I thought I would not buy hots but I now give it a try as it seems more fun than the stagnating meta of wol.

Wait & see, letting mapmakers working around the current balance is also a key about success, they were the true masters of BW.

Mapmakers are limited by Blizzards unit design, because there is no cliff overlooking bases anymore and gold minerals? Nah ... They cant fix those screw-ups of the dev team, they can only lessen the impact of stupid design.

Says the man who stated that he wouldn't buy hots and didn't play SC2. Boosted medivacs have a sight range of 10, a speed that is faster than any unit in the game when boosted and turn on a dime. They are just going to fly around the cannons that cannot move to chase them. There are no amount of photon cannons you can build that is going to stop a doom drop, since they can just fly around them. And not on two bases.

The protoss army is not leaving while there are 2-4 medivacs on the field until their own 3rd base is secure. No amount of cannons is going to let them leave.

If you plant your cannons in a stupid position then surely they will be "flown around", but for most main bases there arent "a bazillion points of entrance" (as you suggested) and all anti-air static defenses have a decent range to begin with, so your argument is kinda hollow and "auto-anti-Rabiator-ish".

Even a doom drop isnt that powerful, since it still takes time to unload the units.

The whole point is that there must be a way to defend against this ... and if there isnt then the developers skill must be called into question. Maybe a combination of a few cannons and some Phoenix set on auto-patrol around your two first bases (for additional vision around them and increased warning time) would be the right way to defend ... the crucial part are the Medivacs and killing them is the all-important goal to stopping them.

The point is that even after you have your 3rd base "secured" your main bases are still vulnerable to doom drops and the Terran could easily get back into the game by destroying your main base and expansion (with all the crucial tech buildings in them) with a "desperation drop", so there really is ZERO ALTERNATIVE to covering your base entrances with cannons.

P.S.: You dont need to play the game to come to this conclusion, some common sense is enough.


Stargate openings have worked better for me than cannons. A few oracles into phoenixes works pretty well. Patrol or leave your phoenixes in a place where they often drop- catching a full medivac or two can be GG in sub-masters.

Well the point of cannons is that you dont need supply and they do not cost any gas. If you ever pull away your defensive flyers for any reason you become vulnerable again, so cannons can really become a replacement later on (when you have the economy to "spam them"). Later on is when they are probably needed most, since that is when the Terran has the economy to do a big drop.

The map thing is strictly a choice of mapmakers and the community. At the end of WoL, we STILL had safe overlord spying positions, and nobody seemed to care.

Oh? So it is the mapmakers fault that we dont have gold mineral bases on maps anymore and it is their fault as well that we dont have cliff positions overlooking bases anymore?

Many of the balance problems are based in one general gameplay decision made by Blizzard: the increased economy and production speed boosts. IF the economy was so small that those 4 Medivacs of the doom drop would be hard to replace then the risk of making such a drop would be far greater and equal to the gain. Since you can mass-produce the Medivacs from a reactored Starport it isnt that much of an investment. The same is true for Infestors which only became a problem when people started making 25+ of them and spamming the whole battle with the much-too-cheap Infested Terrans. So the long term solution isnt really to nerf the Medivac boost but rather to get rid of economic and production speed boosts.

There's a lot of issues that can be addressed with units and maps. I'm merely pointing out that some biases exist outside of Blizzard that greatly affect balance. Somewhere along the line, mapmakers decided they would give advantages to certain races and leave others out, like giving Zergs a safe spot for overlords in the early game, while intentionally leaving out tight chokes along main attack paths. A lot of blame goes to Blizzard when some of it should be shared with other portions, like community reactions, mapmakers, and tournament hosters.

With the first, look at this last MLG for a prime example of community overreaction, even from casters. Korean Terrans outplay foreign Ps and Zs and it's suddenly a "no brainer" that medivacs are OP? I already touched on the mapmakers. As for tournament organizers, they have the ability (and responsibility) to pick unorthodox maps, yet we often see the same maps turned 30° to 60° or with an expansion added/removed.

The overarcing problem is that of MASSIVE NUMBERS and this is the same for all races. This is a gameplay mechanic which isnt listed with stats anywhere, but nevertheless this issue exists. Racially different unit design is only second rate to this as a problem maker IMO. This is also a problem which has existed since the beginning of "SC2 time" ...
If you cant say what you're meaning, you can never mean what you're saying.
Jinky
Profile Joined January 2011
United States64 Posts
Last Edited: 2013-03-19 06:03:27
March 19 2013 06:02 GMT
#623
(deleted; misread post)
RampancyTW
Profile Joined August 2010
United States577 Posts
March 19 2013 06:10 GMT
#624
To anybody attempting to reason with Rabiator: he recently stated that the reason BW is so much better than SC2 is because SC2 is too mechanically difficult compared to BW. Yes, you read that correctly. He thinks that BW was a mechanically easier game than SC2. That is what you're dealing with here.

/PSA
Rabiator
Profile Joined March 2010
Germany3948 Posts
March 19 2013 06:14 GMT
#625
On March 19 2013 15:10 RampancyTW wrote:
To anybody attempting to reason with Rabiator: he recently stated that the reason BW is so much better than SC2 is because SC2 is too mechanically difficult compared to BW. Yes, you read that correctly. He thinks that BW was a mechanically easier game than SC2. That is what you're dealing with here.

/PSA

It is mechanically difficult FOR A CASUAL due to a crapton of clickies and spells on every unit. For Protoss good Forcefield and Blink useage are REQUIRED and the same is true for Terrans and their Marine splitting micro. You didnt need those silly mechanics in BW.

Good job at "choice-picking and reinterpreting" what I said.
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 19 2013 06:21 GMT
#626
Yeahhhh not so much. Each race has their own mechanical quirks, and it's more or less self-balancing. Zergs with better injects and creep spread will face Terrans with better splitting and Protosses with better forcefields and so on and so forth. It's not at all more difficult for casuals, and although the mechanical impacts on macro/micro take a slightly different form than BW the player tiers it creates are fundamentally similar.
AxionSteel
Profile Joined January 2011
United States7754 Posts
March 19 2013 06:31 GMT
#627
Excited to see that they're not rushing to Change anything.
sk1nex
Profile Joined May 2010
Finland299 Posts
March 19 2013 06:36 GMT
#628
Glad to see that they seem to be taking better care and attention to how the game and balance plays out. They might've been doing the same thing in the past, but bringing it out to public like this surely makes them seem like more "caring".
"Im at Quakecon, Gonna win the Duel and TDM. Quake is easy" (c) 2GD | NTHNTHNTHNTHNTHNTH
shadymmj
Profile Joined June 2010
1906 Posts
March 19 2013 06:44 GMT
#629
Just don't like how terran is now 100% about abusing drops, which of course is easy enough to shut down with the right build. What happened to the promised mech viability?
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
Xenocide_Knight
Profile Blog Joined January 2008
Korea (South)2625 Posts
March 19 2013 06:44 GMT
#630
On March 19 2013 15:14 Rabiator wrote:
Show nested quote +
On March 19 2013 15:10 RampancyTW wrote:
To anybody attempting to reason with Rabiator: he recently stated that the reason BW is so much better than SC2 is because SC2 is too mechanically difficult compared to BW. Yes, you read that correctly. He thinks that BW was a mechanically easier game than SC2. That is what you're dealing with here.

/PSA

It is mechanically difficult FOR A CASUAL due to a crapton of clickies and spells on every unit. For Protoss good Forcefield and Blink useage are REQUIRED and the same is true for Terrans and their Marine splitting micro. You didnt need those silly mechanics in BW.

Good job at "choice-picking and reinterpreting" what I said.

I don't think you've played BW at even a D- level.
Just moving your army around takes more clicks than all the force fields you would ever put down in a game, combined. You know what's more required than blink micro for a casual player? Actually getting to the enemy base with your army. Rally point switching is so hard, pros showcase their rally point switching mechanics. Splitting marines vs banelings is, at best, just as hard as dodging lurker spines. At least banelings run out at some point. Have you tried a-moving 200/200 marines vs 2 lurkers?
Shine[Kal] #1 fan
TeslasPigeon
Profile Joined March 2012
464 Posts
March 19 2013 06:48 GMT
#631
The only thing the game needs now is for more units to have micro potential. Making EMP take out FFs and guardian shield, making guardian shield block EMP, reworking the colossus and void ray. Something even as simple as making burrow and unburrow two separate hot keys would improve roach play.
FrozenG
Profile Joined January 2012
United States60 Posts
March 19 2013 06:53 GMT
#632
I miss the warhound
Sky0
Profile Blog Joined June 2010
United States214 Posts
Last Edited: 2013-03-19 07:58:25
March 19 2013 07:58 GMT
#633
why not give zerg something like scourge to help defend against mass muta balls or say speedvacs or even toss new stargate plays.
"We are not retreating, we are advancing in another direction"
M.R. McThundercrotch
Profile Joined June 2012
United States265 Posts
March 19 2013 08:04 GMT
#634
On March 19 2013 15:44 Xenocide_Knight wrote:
Show nested quote +
On March 19 2013 15:14 Rabiator wrote:
On March 19 2013 15:10 RampancyTW wrote:
To anybody attempting to reason with Rabiator: he recently stated that the reason BW is so much better than SC2 is because SC2 is too mechanically difficult compared to BW. Yes, you read that correctly. He thinks that BW was a mechanically easier game than SC2. That is what you're dealing with here.

/PSA

It is mechanically difficult FOR A CASUAL due to a crapton of clickies and spells on every unit. For Protoss good Forcefield and Blink useage are REQUIRED and the same is true for Terrans and their Marine splitting micro. You didnt need those silly mechanics in BW.

Good job at "choice-picking and reinterpreting" what I said.

I don't think you've played BW at even a D- level.
Just moving your army around takes more clicks than all the force fields you would ever put down in a game, combined. You know what's more required than blink micro for a casual player? Actually getting to the enemy base with your army. Rally point switching is so hard, pros showcase their rally point switching mechanics. Splitting marines vs banelings is, at best, just as hard as dodging lurker spines. At least banelings run out at some point. Have you tried a-moving 200/200 marines vs 2 lurkers?


Before all that, you actually need to get a 200/200 army. Single building selection and manual mining make that a task in itself.
On June 30 2012 01:42 iNcontroL wrote: Fuck a lot of you. Fuck you forever.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2013-03-19 08:12:47
March 19 2013 08:08 GMT
#635
too much whining , let the game evolve, actually i think it's pretty balanced aside from swarm host that seems a little underpowered to me

On March 19 2013 13:17 GinDo wrote:
Show nested quote +
On March 19 2013 11:57 Hinoba wrote:
range on vipers, splash(in general on mines) and after burners is something to be looked at. Yes it's fun to watch, doesn't mean it's balanced.


To be honest I'm okay with the state of the game. BW was imbalanced as hell, but still very awesome. Unless something is extremely gamebreaking like 5 Rax Reaper I'd rather Blizzard not touch it for now.

Show nested quote +
On March 19 2013 13:11 MattBarry wrote:
On March 19 2013 13:08 Whitewing wrote:
On March 19 2013 13:06 MattBarry wrote:
On March 19 2013 13:03 Whitewing wrote:
On March 19 2013 12:56 MattBarry wrote:
Perhaps DTs to defend drops? If you go templar tech, the DT shrine isn't so massive of an investment anymore and they can form archons after defending drops. We Protoss will just think outside the box and adapt.


The issue isn't single drop ships so much, which DT's are great for defense against, but when they do 2-3 dropships or doom drops to a single location. Terran will definitely use a scan for that, and just one DT won't do much even if they somehow don't.

DTs, a few zealots warped in on the fly, and a cannon or two (anymore would be silly and two is pushing it). If you spaced out the DT warp-ins, you could hold it until your stalkers blink in. I think the hard part would be fitting a DT shrine into the build. I'd like to see a huge match up shake up though, so who knows what might happen


It might work, dunno, I don't feel like it's the best answer though. I'm experimenting with oracles to defend drops, if you manage to get it near the dropship before it has more than 1-2 units out, the pulsar beam will kill everything as they unload before they can do anything. Get a phoenix or two with it and they'll kill the dropships.

I'm willing to bet stargate play is the most efficient option. But I'd like to see DTs be put in a position to also be a viable option so there's not just one way to play the matchup. I also really like DTs lore wise and gameplay wise



I was really hoping for Blizzard to spread out the new toys more for Protoss. All they did was spam on the Stargate. Was hoping that they would give DT Shrine more love. There's always LOTV ^_^


what BW imbalanced? do not compute

BW it's the most balanced RTS in the history
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2013-03-19 08:12:18
March 19 2013 08:11 GMT
#636
double
Timetwister22
Profile Joined March 2011
United States538 Posts
March 19 2013 08:53 GMT
#637
This was really saddening to hear. I really don't like how the void ray works in PvP, so I now tend to do some sort of all in as a result. Works out well, but not really all that fun.
Former ESV Mapmaker | @Timetwister22
iamthedave
Profile Joined February 2011
England2814 Posts
March 19 2013 08:56 GMT
#638
On March 19 2013 15:14 Rabiator wrote:
Show nested quote +
On March 19 2013 15:10 RampancyTW wrote:
To anybody attempting to reason with Rabiator: he recently stated that the reason BW is so much better than SC2 is because SC2 is too mechanically difficult compared to BW. Yes, you read that correctly. He thinks that BW was a mechanically easier game than SC2. That is what you're dealing with here.

/PSA

It is mechanically difficult FOR A CASUAL due to a crapton of clickies and spells on every unit. For Protoss good Forcefield and Blink useage are REQUIRED and the same is true for Terrans and their Marine splitting micro. You didnt need those silly mechanics in BW.

Good job at "choice-picking and reinterpreting" what I said.


Fortunately there's no need because you went on to 'explain' yourself with this gem.
I'm not bad at Starcraft; I just think winning's rude.
Xaerkar
Profile Joined January 2011
United States230 Posts
Last Edited: 2013-03-19 09:05:12
March 19 2013 08:56 GMT
#639
On March 19 2013 14:41 Rabiator wrote:
Show nested quote +
On March 19 2013 14:19 aksfjh wrote:
On March 19 2013 14:08 Rabiator wrote:
On March 19 2013 13:29 docvoc wrote:
On March 19 2013 13:20 Serpico wrote:
On March 19 2013 13:17 GinDo wrote:
On March 19 2013 11:57 Hinoba wrote:
range on vipers, splash(in general on mines) and after burners is something to be looked at. Yes it's fun to watch, doesn't mean it's balanced.


To be honest I'm okay with the state of the game. BW was imbalanced as hell, but still very awesome. Unless something is extremely gamebreaking like 5 Rax Reaper I'd rather Blizzard not touch it for now.

BW was balanced pretty well with good maps actually when you think about how it was left unchanged for so many years.

The maps balancing things out isn't going to work as well for SC2, just because the map making teams aren't getting blizz to look at their stuff as much as in BW when things were a bit more open. That said, I'd like to see how things are balanced via maps in HotS I feel that now that Blizz has a big competitor other than it's previous games in terms of viewership, they will be more open to making this a much better experience.

It is worse than that. Maps have ever fewer influence over the gameplay balance because there are so many "just ignore terrain limitations" abilities AND racially specific boosts which prevent them from using certain map features.

Cliffjump/-walk, Blink, Nydus worm anywhere and now Vipers can either abduct their enemies from a safe entrenched position into a mass of Zerg OR they can move their own tough units to where they couldnt have gotten before. So there is a growing list of features which mapmakers can NOT ADD because it would give one race an advantage. Gold minerals and cliffs overlooking bases are more or less gone from the map pool; narrow chokes are "too good for Protoss" to include and abducting Ultralisks into an enemy's main base might require them to be surrounded by a "larger than abduct range" kind of void.

On March 19 2013 13:48 Clazziquai10 wrote:
As a terran, i agree with speeedvacs needing a tradeoff. It should require an upgrade or require energy. Or maybe something like, in the 10 seconds following the boost, it travels at half its usual speed.

Neither of those really solve the problem of super-doom-drops racing into an enemy's base. They only delay it (in the case of an upgrade) or make the Medivacs more Feedback-proof (in the case of an energy cost). Sure you can prevent the ability from being spammed with that energy cost, but it doesnt change the effect one bit.

On March 19 2013 03:21 Crownlol wrote:
On March 19 2013 03:01 Rabiator wrote:
On March 19 2013 01:17 Whitewing wrote:
On March 19 2013 00:57 Rabiator wrote:
On March 18 2013 23:35 Plansix wrote:
On March 18 2013 23:31 tauliss wrote:
On March 18 2013 23:17 Cloak wrote:
[quote]

Yea, but what happens afterward when Terran has map control and a stronger army? Uncontested macro -> gg.



Yeah, but isn't this your fault. It's not like protoss can't contest for map control. Even now more so than ever protoss should have an easier time taking map control. You have this ability called RECALL that you can use to get out of trouble. Maybe also I'm missing something here, if it is 2 base vs 2 base in pvt how does the terran have the advantage. Aslong as you don't tech too hard the army value should be about equal. Again it's all about keeping an eye on your opponent.


Once the terran gets to four medivacs, the protoss currently loses map control due to the fact that the terran can doom drop their base. In a base race, the terran always has the advantage due to the fact that they can fly their buildings. Because of the fear of the doom drop, the protoss is force to stay home and defend while the terran can expand to a third.

This is the current metagame, which can change if the protoss figures out how to delay that third without risking a full base race. It may be through harassment of some sort, but the terran currently has control of the map in the mid game with the speed of the medivac.

Terrans can only doom drop the Protoss base because Protoss are stupid and DO NOT BUILD CANNONS to prevent Medivacs from even getting in. That is the only real option to defend against something like this, because it requires no actions on the defenders side AND it costs zero supply!

Just make sure to completely ignore the Day[9] mantra of "thats a [INSERT STATIC DEFENSE] he didnt want to build" and build a large enough number of static defenses to deter even a doom drop. You dont have to start with that number because drops start with a single Medivac, but you need to add to the number of cannons defending the outer rim of your main base and the natural. There is usually only one spot where those shuttles come in for each of these two bases AND the cannons are nice in the early game against Reapers as well (depending on the map though).


On March 19 2013 00:52 nojok wrote:
First big tourney result : zerg, terran x2, protoss. Life, Flash & MC are recognised as true masters of starcraft, innovation a bit less. Not much to say about balance right now & the games have been really entertaining during the tourney. Good job blizzard, I thought I would not buy hots but I now give it a try as it seems more fun than the stagnating meta of wol.

Wait & see, letting mapmakers working around the current balance is also a key about success, they were the true masters of BW.

Mapmakers are limited by Blizzards unit design, because there is no cliff overlooking bases anymore and gold minerals? Nah ... They cant fix those screw-ups of the dev team, they can only lessen the impact of stupid design.


Right, let's just ring the main base with 30 cannons to have 3-4 cannons in range of every possible drop location to stop a doom drop, because anything less and he'll just scan, find the open spot, and boost right in or over the cannons. And we'll do that at the 10-12 minute mark when he's got 4 medivacs and more coming and have no units at all, so we lose when he stims in the front door. Oh, and forget about taking a third base with all that money invested into cannons. Let's not forget that if he can unload in the corner of your base and then stim into your cannon wall, the cannons will be worthless, because they suck at dealing damage to MMM.

You can't cannon up enough to stop a doom drop against speed medivacs before you're maxed out on 3-4 bases or until you've got storm and a bunch of high templar to buy time.

There isnt any other option to covering your bases with static defenses ... well you could leave your army there, but that would be giving up map control entirely, so it isnt really an option. So if you come to the conclusion that "defending with cannons is not viable" then the Medivac boost must be rather overpowered / imbalanced.

Doom drops have been powerful in WoL already and even more so in lower leagues, because players dont have the same map awareness and reaction time as pros do, so boosting that potential is kinda dubious to begin with.


On March 19 2013 01:16 Plansix wrote:
On March 19 2013 00:57 Rabiator wrote:
On March 18 2013 23:35 Plansix wrote:
On March 18 2013 23:31 tauliss wrote:
On March 18 2013 23:17 Cloak wrote:
[quote]

Yea, but what happens afterward when Terran has map control and a stronger army? Uncontested macro -> gg.



Yeah, but isn't this your fault. It's not like protoss can't contest for map control. Even now more so than ever protoss should have an easier time taking map control. You have this ability called RECALL that you can use to get out of trouble. Maybe also I'm missing something here, if it is 2 base vs 2 base in pvt how does the terran have the advantage. Aslong as you don't tech too hard the army value should be about equal. Again it's all about keeping an eye on your opponent.


Once the terran gets to four medivacs, the protoss currently loses map control due to the fact that the terran can doom drop their base. In a base race, the terran always has the advantage due to the fact that they can fly their buildings. Because of the fear of the doom drop, the protoss is force to stay home and defend while the terran can expand to a third.

This is the current metagame, which can change if the protoss figures out how to delay that third without risking a full base race. It may be through harassment of some sort, but the terran currently has control of the map in the mid game with the speed of the medivac.

Terrans can only doom drop the Protoss base because Protoss are stupid and DO NOT BUILD CANNONS to prevent Medivacs from even getting in. That is the only real option to defend against something like this, because it requires no actions on the defenders side AND it costs zero supply!

Just make sure to completely ignore the Day[9] mantra of "thats a [INSERT STATIC DEFENSE] he didnt want to build" and build a large enough number of static defenses to deter even a doom drop. You dont have to start with that number because drops start with a single Medivac, but you need to add to the number of cannons defending the outer rim of your main base and the natural. There is usually only one spot where those shuttles come in for each of these two bases AND the cannons are nice in the early game against Reapers as well (depending on the map though).


On March 19 2013 00:52 nojok wrote:
First big tourney result : zerg, terran x2, protoss. Life, Flash & MC are recognised as true masters of starcraft, innovation a bit less. Not much to say about balance right now & the games have been really entertaining during the tourney. Good job blizzard, I thought I would not buy hots but I now give it a try as it seems more fun than the stagnating meta of wol.

Wait & see, letting mapmakers working around the current balance is also a key about success, they were the true masters of BW.

Mapmakers are limited by Blizzards unit design, because there is no cliff overlooking bases anymore and gold minerals? Nah ... They cant fix those screw-ups of the dev team, they can only lessen the impact of stupid design.

Says the man who stated that he wouldn't buy hots and didn't play SC2. Boosted medivacs have a sight range of 10, a speed that is faster than any unit in the game when boosted and turn on a dime. They are just going to fly around the cannons that cannot move to chase them. There are no amount of photon cannons you can build that is going to stop a doom drop, since they can just fly around them. And not on two bases.

The protoss army is not leaving while there are 2-4 medivacs on the field until their own 3rd base is secure. No amount of cannons is going to let them leave.

If you plant your cannons in a stupid position then surely they will be "flown around", but for most main bases there arent "a bazillion points of entrance" (as you suggested) and all anti-air static defenses have a decent range to begin with, so your argument is kinda hollow and "auto-anti-Rabiator-ish".

Even a doom drop isnt that powerful, since it still takes time to unload the units.

The whole point is that there must be a way to defend against this ... and if there isnt then the developers skill must be called into question. Maybe a combination of a few cannons and some Phoenix set on auto-patrol around your two first bases (for additional vision around them and increased warning time) would be the right way to defend ... the crucial part are the Medivacs and killing them is the all-important goal to stopping them.

The point is that even after you have your 3rd base "secured" your main bases are still vulnerable to doom drops and the Terran could easily get back into the game by destroying your main base and expansion (with all the crucial tech buildings in them) with a "desperation drop", so there really is ZERO ALTERNATIVE to covering your base entrances with cannons.

P.S.: You dont need to play the game to come to this conclusion, some common sense is enough.


Stargate openings have worked better for me than cannons. A few oracles into phoenixes works pretty well. Patrol or leave your phoenixes in a place where they often drop- catching a full medivac or two can be GG in sub-masters.

Well the point of cannons is that you dont need supply and they do not cost any gas. If you ever pull away your defensive flyers for any reason you become vulnerable again, so cannons can really become a replacement later on (when you have the economy to "spam them"). Later on is when they are probably needed most, since that is when the Terran has the economy to do a big drop.

The map thing is strictly a choice of mapmakers and the community. At the end of WoL, we STILL had safe overlord spying positions, and nobody seemed to care.

Oh? So it is the mapmakers fault that we dont have gold mineral bases on maps anymore and it is their fault as well that we dont have cliff positions overlooking bases anymore?

Many of the balance problems are based in one general gameplay decision made by Blizzard: the increased economy and production speed boosts. IF the economy was so small that those 4 Medivacs of the doom drop would be hard to replace then the risk of making such a drop would be far greater and equal to the gain. Since you can mass-produce the Medivacs from a reactored Starport it isnt that much of an investment. The same is true for Infestors which only became a problem when people started making 25+ of them and spamming the whole battle with the much-too-cheap Infested Terrans. So the long term solution isnt really to nerf the Medivac boost but rather to get rid of economic and production speed boosts.

In addition certain mobility mechanics need to be redone to give cliffs and narrow chokes a defensive value while not making them too abuseable by one race.

Instead of redesigning the economic and production speed boosts, Blizzard simply just needs to create a drawback to the investment of dropping. For instance back in the WoL TvZ Mutalingbane days drops were risky once spire tech was finished because they could be easily sniped. However, certain Terran players still managed to make them work every so often. Medivacs are only so powerful at the moment because there is no integral anti-air unit for the Zerg in the midgame that has been demonstrated to be successful yet. So in a few months if Zerg still has not found a proper response then Blizzard will probably swing the nerfbat, but until then army compositions simply need to be toyed with until we can find the proper composition.

Mapmakers don't make maps tailored to their own tastes, but rather to the metagame. Lost temple was considered a garbage map because of the abuse of siege tanks positioned on the high ground. There were people that rushed thor drops just to get one onto the ledge. Cheesy strategies that are only executable on certain maps should not exist. Maps became bigger because players started playing more "macro-oriented" games, hence mapmakers could not get away with maps that were the size of steppes of war.
Brett
Profile Blog Joined October 2002
Australia3821 Posts
March 19 2013 08:58 GMT
#640
Way too soon to be deciding anything at the moment. Glad that Blizzard is playing this one with soft hands.
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